validifyedneb18_ESO wrote: »After the 1shot is interrupted, the person on the ground is forced to stay on the ground for what would have been the duration of the 1shot cast. This often makes it borderline impossible to escape his large AOE slam is he casts it immediately after you interrupt his 1shot
Carbonised wrote: »From all the feedback provided here, it seems pretty safe to conclude that mixing the lore/story aspect with the dungeon/mechanics aspect is NOT a success, and NOT something ZOS should do more in the future.
Personally I enjoy the lore/story aspect very much, while also doing quite a lot of the mechanics/gameplay, and have done some of the new DLC dungeons on vet as well as done quite a lot of PvP.
But - I am NOT going to grind myself against hardcore vet and HM mechanics just for the sake of doing them, and I don't agree that dungeons is the greatest place to put emphasis on any kind of story content. People who play ESO PvE competitively, don't care a thing about the story or the lore, and will in most cases not be helpful if you actually take time reading dialogue or enjoying the scenery. Sure you can do that in base dungeons, either solo or with friends, but the DLC vet dungeons have become so hard that many people struggle to do them even on normal, and the people I know who run them on vet let alone HM are miniscule.
With this ever increasing emphasis on mechanics difficulty, you're basically excluding the majority of your player base from the content.
Sorry to say, but ESO will never be a competitive or hardcore game, so you may as well stop pretending that it is. The majority of the players play it for the story, the lore, the setting and all that, not to play competitively in trials or dungeons against extremely hard mechanics.
That said, I appreciate that you locked the cosmetics and collectibles behind vet mode and not all the challenges, which would be unobtainable by 99.9999 % of us. You can get a title from the nodeath and HM and all that, that should be plenty sufficient for anyone's fragile ego.
thatlaurachick wrote: »Requesting story mode for dungeons. To be able to read the quest text, and find lorebooks. Don't need lootables or chests, just the ability to hear the story, after the group runs through, disbands immediately, and hopefully you got the quest turned in for a skill point (maybe).
Carbonised wrote: »From all the feedback provided here, it seems pretty safe to conclude that mixing the lore/story aspect with the dungeon/mechanics aspect is NOT a success, and NOT something ZOS should do more in the future.
Personally I enjoy the lore/story aspect very much, while also doing quite a lot of the mechanics/gameplay, and have done some of the new DLC dungeons on vet as well as done quite a lot of PvP.
But - I am NOT going to grind myself against hardcore vet and HM mechanics just for the sake of doing them, and I don't agree that dungeons is the greatest place to put emphasis on any kind of story content. People who play ESO PvE competitively, don't care a thing about the story or the lore, and will in most cases not be helpful if you actually take time reading dialogue or enjoying the scenery. Sure you can do that in base dungeons, either solo or with friends, but the DLC vet dungeons have become so hard that many people struggle to do them even on normal, and the people I know who run them on vet let alone HM are miniscule.
With this ever increasing emphasis on mechanics difficulty, you're basically excluding the majority of your player base from the content.
Sorry to say, but ESO will never be a competitive or hardcore game, so you may as well stop pretending that it is. The majority of the players play it for the story, the lore, the setting and all that, not to play competitively in trials or dungeons against extremely hard mechanics.
That said, I appreciate that you locked the cosmetics and collectibles behind vet mode and not all the challenges, which would be unobtainable by 99.9999 % of us. You can get a title from the nodeath and HM and all that, that should be plenty sufficient for anyone's fragile ego.
This!
I'm not against mechanics...but the abundance of one shot mechanics in the last 6 dlc dungeons make the majority of player base to NOT do them.
profundidob16_ESO wrote: »Laser boss is the new pug killer for sure.
Contraptions wrote: »[*] Did you enjoy this new dungeon?
Not really, no. It's the kind of difficulty that I would endure once for the pet at the end on vet and then do the rest of any gear farming on normal if I'm really desperate. I can foresee lots of people skipping this dungeon if it's the daily pledge. Well, most people already skip the latest DLC dungeons for pledges, and I think this will be no different.
[*] How did the difficulty compare to existing dungeons on Normal and Veteran versions?
This dungeon is way way more unforgiving than any previous dungeon in this game, including the previous DLC dungeons. All the bosses and even the trash mobs have some form of one shot mechanic, and in general the damage being dished out is kinda overwhelming in general. All previous dungeons had a mix of minbosses and bosses to allow for some ups and downs, after a hard main boss would be a miniboss to allow players to "relax". Here it's 5 bosses in a row; the overall difficulty is too much.
[*] Did you complete Normal or Veteran (or both)?
Veteran.
[*] Which was your favorite boss in this dungeon, and why?
I didn't like any boss to be honest. To contextualize I ran this with my group of Oceanic friends, all 270-300 ping at minimum, all of us are decently experienced with DLC and vet content (vet DLC dungeons with challengers done, some vet trials) but we're nowhere near "top tier" PVE players. We tried running with 3 dps and a tank, but had to swap to 1 healer, 2 dps and a tank since the damage in here is just too much. This was done during the 4.3.0 version of the update.
Trash mobs
Overall the amount of trash mobs in here seems adequate, although a slight reduction in trash mob lethality would be better. The riekling uppercut one shots people even through block, the one hander and shield's heavy attack one shots through block, the ice meteor from the mage one shots if unblocked, and even while blocked does 14-15k damage, the archers have the bow ult which can be interrupted (no red line indicators though) but again drains stamina really quickly if blocked and does a lot of damage if unblocked.
I can understand the one-hand and shield guy doing high damage, he's marked as an elite mob and is larger than the other trash. But why are even the "normal" mobs, aka those with no pips and markings, doing so much damage? This is a problem that has existed since MOS and MHK honestly, why are normal looking wolves and werewolves one-shotting people through block with their heavy attacks? If you want a mob to be dangerous and high priority, please INDICATE IT CLEARLY IN GAME. Or again, reduce the damage they deal.
Icestalker
The ground pound tremors from the boss do too much damage with too little telegraphing. The least you could do is give the tremors some form of red circle indicator and increase the wind up animation so ranged characters can strafe around them and melee players can get away in time.
The mechanic where the boss stuns a player and the rest have to interrupt it if not he instakills the player occurs way too quickly with not enough reaction time. When our tank got pinned, with full resistances and 40k health he died in less than 1 second.
Adds seem to be summoned based on health percentage (not too sure), they seem to stun and snare pretty often, again not a fan of excessive CCs which favour stam builds.
Warlord Tzogvin
The bleed from the bosses' light attack is excessive with 4k ticks per second on a light armoured build. Heavy attack does massive damage but that's expected, animation for uppercut seems a bit delayed though. Adds summoned throughout the fight are simple enough to take down.
Tether mechanic is too hard to see, the thin green beam is not obvious at all in combat with particle effects going on. There also appears to be no telegraphing from the boss when doing this mechanic, the beam just appears with no sound effects/animations etc. The only hint is a line of text on screen, but most of the time people don't realise they're tethered until they start taking massive damage. I suggest making the formation of the beam slower and more obvious, and of course making the beam itself more obvious so players marked can separate quickly. Or, like the Gamyne Bandu fight, you can make it such that players who react and roll early can avoid the tether all together.
The Reckless Charge displays fire lines emitting from under him when he spins at the target, is this meant to do damage? Or is it just the AOE spin that does damage?
Not a fan of how deadly the ice tornadoes are, again it's not fair when they appear almost instantly and start dealing almost 9k ticks on the spot which is almost an instakill. The boss's large channeled center frost AOE is also far too deadly, barely grazed the edge for less than a second and was dead. Not sure if it's lag or incorrect circle telegraphs but this seems way too punishing. Would suggest making ice tornadoes slower overall. Tzogvin's throne also overlaps/blocks the outer running path during his frost AOE attack occasionally, making it very hard to outrun the smaller tornadoes.
Not sure if the Fire Pulse (aka the MOL first boss mechanic) and adds are time based or health based. Would suggest making it health based and lowering the pulse damage so as to not punish groups with lower dps too much during his shield phase.
Vault Protector
My personal least favourite boss in the game. Adds are summoned based on a timer, instakill lasers activate based on a timer (12 seconds or so based on observations) and the mechanics ramp up way too fast. This boss is a dps race to the extreme and I absolutely HATE DPS races, or mechanics that punish low dps.
The laser mechanic is well explained before the boss, you need to find an obstruction to block the laser, and death hints tell you that the boss's shield does that. Fair enough. Boss itself also does some mechanics, but those are easy to deal with. But again, adds and lasers spawn and ramp up too quickly. First it's 1, then 1, then 2, then 2, then 3, 4 beams at once or so, which means that most groups will have to deal with 4 beams within a minute or so of the fight, unless you're one of those top tier groups who just burn through everything while claiming everything is too easy. Given how the beams come one after another, if the boss's shield is in a bad place, like off center, you're basically screwed. If the Sphere fires a ground tremor at the wrong moment at the party while they're stuck behind the boss, it's either instant death or everyone takes 14-15k worth of damage. If the rolling spheres come up, you get stunned, and then you're dead. I really really dislike how little room for error there is, and how random stacking mechanics can just screw you over.
The ray emitter is also not obvious at all, it is too hard to tell which end of the laser is the emitter in combat, which is necessary to know which side of the boss to hide on.
I do think this boss has some potential, but the mechanics should be redesigned extensively. Here is my version of the boss that seems more fair
I suggest making rays activate and adds spawn based on health percentage of the boss: 90%, 70%, 50%, 30% will spawn a sphere and a spider each. 80% will have a 1 beam activate, 60% will have 2 beams, 40% will have 3 and 20% will have all 4 beams. Beams will now destroy any adds still alive as they pass. The achievement associated with this boss can be amended to "destroy 20 adds manually" or something. This will help ensure that the true test of this boss is mechanics, positioning and dodging instead of just mindless dps.
Rizzuk and Avalanche
I really can't give any feedback on this boss since I have no idea what the proper intended way of beating him is. Rizzuk has some form of very deadly interrurptible spell. Ok. Some very deadly frost AOEs appear all over the place almost randomly (with no red circles) and no telegraphing. Ok. The atronach's AOEs and swing one shot people for 90k. Ok. Some spiky frost ball emerges from the tornadoes and chases people around, and does practically no damage when it hits them. Ok. Rizzuk freezes everyone with almost no telegraphing and does a high dot with an unblockable meteor that sometimes one shots people, while sometimes it doesn't. Ok.
Ok then. I have no idea what's the intended strategy here. We just rezzed the dead and dpsed the mage down. The only improvement I can suggest is to just make Avalanche invulnerable so people know to focus on Rizzuk, and reducing the damage from all the random AOEs overall. If the frost spike ball is supposed to do something that would be nice. Maybe kiting it into a tornado removes it? Maybe kiting it into the boss stuns it? Maybe intentionally freezing yourself in the tornadoes negates the boss's meteor like the first boss in SCP? I dunno.
Stonekeeper
Ugh this boss. In general I think the arena is a bit too small for the amount of kiting you need to do esp in the second phase with the spinning blades, since the inner blade track leaves you with barely any room to avoid it on the outer ring. Similarly, the outer ring's spinning blade pushes you way too near to the boss, which if you touch him stuns and damages you. I can see this boss being rather melee unfriendly, and I think the damage and stun near the bosses's body should just be removed to give more room for maneuvering as well as a reduction in the size of the spinning blade AOE. Damage and bleed from the blade could also be toned down.
Mechanics hints are provided by the NPC are adequate, boss's body being invulnerable initially teaches players to focus the arms and then the body. Blade arm AOE needs to activate a bit slower so people have time to get out of the AOE. Centurions summoned by the arms breaking are ok to deal with but not a fan of their heavy attacks one shotting people. Boss's spinning armpit fire mechanic is fine but can be annoying when trying to avoid blades, centurions and other attacks. Suggest increasing cooldown on that mechanic so players don't have to constantly kite. The instakill cone on 3rd phase could also be delayed slightly to give players more reaction time.
I really dislike the skeevaton phase at 70% and 40%. Skeevatons have their own skills which aren't explained anywhere, this mechanic is never introduced in any form before the last fight and frankly just seems pointless and gimmicky. Skeevatons have too little health in general. Going into the skeevaton also unsummons your pets, so good luck sorcerors. Why is there a need to "charge up" the special pylon destroying ultimate with a skill? Wouldn't it be much more straightforward to have a damage skill do that instead directly?
I'm not exaggerating when I say that I wish the skeevaton phase just be scrapped entirely. It seems entirely out of place within this fight and will get tiresome very very quickly. And this is a minor issue but lorewise, since this dungeon seems to be part of the "main story" of this year, how does it make sense that players are able to transform into clockwork rats and back again? We're not controlling them magically like drones, since all damage you take in skeevaton form transfers over to your player and if you die in rat form you die for real. What? Just please get rid of this ridiculous mechanic.
I didn't bother with HM, but from vids I've seen it's just more health more damage, more constant debuffs and the skeevaton phase is somehow even more complicated and janky. Overall just a giant pain.
[*] What level and build was the character you used?
CP 810 mag sorc.
[*] Do you have any other general feedback?
@ZOS_Finn I don't know if you guys actually read the feedback here, and I apologize for the length of this post. But I am writing this to speak out against what I feel is a worrying trend of making the newer DLC dungeons so much more insanely hard and complicated compared to older base game dungeons and even the older DLC dungeons. Is there really a need to "one up" the previous content in terms of difficulty all the time?
Difficulty comes in two forms for me - numbers and mechanics. Numbers difficulty has to do with enemy health and damage output compared to our own health and damage. On that note, why is trash and boss damage constantly getting higher and higher? Some boss attacks are hitting for up to 90k, trash heavy attacks are hitting for 60k.
Maybe this is your way of encouraging people to play as tanks and healers, I don't know. But making all of these attacks hit so hard that they one shot anyone who isn't a tank has instead promoted a different meta in general. There is a reason why people tend to favour self sustaining 3 dps 1 tank setups. More dps allows us to clear content faster, for one. The less time you spend, the less chance of screwing up. Also, more dps allows people to burn through enemies before the incoming damage/mechanics gets overwhelming, and in general allows people to skip boss mechanics by reaching certain health gates fast (see Zaan in SCP and practically every boss in vet Blackrose).
Excessively high damage and the prevalence of one-shot mechanics in the newer DLC dungeons doesn't promote healers - it promotes rezzers. The ghost lines in Fang Lair HM come so often and the random poison cones in SCP HM come so fast that if someone dies, and most of the time someone will, it's easier to just get a Templar with Kagrenac's to get them up since no one else can rez fast enough before the next line of ghosts comes or the next poison cone fires. Please reconsider your dungeon team's love of mechanics like these. Please give us more reaction time and "down time" in general for these types of mechanics - increase the time between ghost lines and make the poison cones spawn a bit slower so we can react. Most of us do not have the luxury of playing with sub 100 ping, like I mentioned earlier most Oceanic players have 300 ping minimum at the best of times. The number of times we have died to AOEs that we thought we had dodged, but the server decided that we hadn't, is just infuriating. Having to dodge instakill AOEs, heavy attacks and mechanics constantly at high ping just gets exhausting after a while.
Mechanics wise, why is there a need to constantly introduce gimmick mechanics and invulnerability phases? First it was the 3 crouch phases in Tarcyr in MOS and the 3 pointless hedge maze phases in MHK, and now this silly skeevaton nonsense. It's ok that for dungeons you want to introduce something special to spice up combat, but if more time is spent dealing with the special mechanics to remove the invulnerability than actually fighting the boss, then I think the mechanic isn't a good one. (Who even thinks waddling around in crouch while avoiding AOEs to get to a wisp to press interact, 3 times each for 3 phases, is fun? Just reveal the boss on the first interaction, anything longer than that is just tedious.)
And finally, what is up with the trend of making the HM vet dungeons so much more ridiculously difficult than normal vet, which seems to have started with SCP and FL? You do realize that HM is part of the daily pledge criteria right? What is the intended completion rate/ intended replayability rate of vet HM DLC dungeons? As mentioned earlier most people already skip DLC pledges, and making content that a large portion of the player base skips or at most does only once seems counter intuitive.
There is clearly talent involved in designing these dungeons and encounters, and I don't want it to look like I'm bashing the devs for no reason. I just feel that at this point there seems to be questionable design choices being made that makes all this DLC content, aka content that we paid premium price for, unreasonably restrictive and unfun for a large portion of the player base outside the "top tier" players. Dungeons shouldn't be this demanding ever, especially when you're advertising it to be storyline and lore related, even in vet and HM.
Contraptions wrote: »[*] Did you enjoy this new dungeon?
Not really, no. It's the kind of difficulty that I would endure once for the pet at the end on vet and then do the rest of any gear farming on normal if I'm really desperate. I can foresee lots of people skipping this dungeon if it's the daily pledge. Well, most people already skip the latest DLC dungeons for pledges, and I think this will be no different.
[*] How did the difficulty compare to existing dungeons on Normal and Veteran versions?
This dungeon is way way more unforgiving than any previous dungeon in this game, including the previous DLC dungeons. All the bosses and even the trash mobs have some form of one shot mechanic, and in general the damage being dished out is kinda overwhelming in general. All previous dungeons had a mix of minbosses and bosses to allow for some ups and downs, after a hard main boss would be a miniboss to allow players to "relax". Here it's 5 bosses in a row; the overall difficulty is too much.
[*] Did you complete Normal or Veteran (or both)?
Veteran.
[*] Which was your favorite boss in this dungeon, and why?
I didn't like any boss to be honest. To contextualize I ran this with my group of Oceanic friends, all 270-300 ping at minimum, all of us are decently experienced with DLC and vet content (vet DLC dungeons with challengers done, some vet trials) but we're nowhere near "top tier" PVE players. We tried running with 3 dps and a tank, but had to swap to 1 healer, 2 dps and a tank since the damage in here is just too much. This was done during the 4.3.0 version of the update.
Trash mobs
Overall the amount of trash mobs in here seems adequate, although a slight reduction in trash mob lethality would be better. The riekling uppercut one shots people even through block, the one hander and shield's heavy attack one shots through block, the ice meteor from the mage one shots if unblocked, and even while blocked does 14-15k damage, the archers have the bow ult which can be interrupted (no red line indicators though) but again drains stamina really quickly if blocked and does a lot of damage if unblocked.
I can understand the one-hand and shield guy doing high damage, he's marked as an elite mob and is larger than the other trash. But why are even the "normal" mobs, aka those with no pips and markings, doing so much damage? This is a problem that has existed since MOS and MHK honestly, why are normal looking wolves and werewolves one-shotting people through block with their heavy attacks? If you want a mob to be dangerous and high priority, please INDICATE IT CLEARLY IN GAME. Or again, reduce the damage they deal.
Icestalker
The ground pound tremors from the boss do too much damage with too little telegraphing. The least you could do is give the tremors some form of red circle indicator and increase the wind up animation so ranged characters can strafe around them and melee players can get away in time.
The mechanic where the boss stuns a player and the rest have to interrupt it if not he instakills the player occurs way too quickly with not enough reaction time. When our tank got pinned, with full resistances and 40k health he died in less than 1 second.
Adds seem to be summoned based on health percentage (not too sure), they seem to stun and snare pretty often, again not a fan of excessive CCs which favour stam builds.
Warlord Tzogvin
The bleed from the bosses' light attack is excessive with 4k ticks per second on a light armoured build. Heavy attack does massive damage but that's expected, animation for uppercut seems a bit delayed though. Adds summoned throughout the fight are simple enough to take down.
Tether mechanic is too hard to see, the thin green beam is not obvious at all in combat with particle effects going on. There also appears to be no telegraphing from the boss when doing this mechanic, the beam just appears with no sound effects/animations etc. The only hint is a line of text on screen, but most of the time people don't realise they're tethered until they start taking massive damage. I suggest making the formation of the beam slower and more obvious, and of course making the beam itself more obvious so players marked can separate quickly. Or, like the Gamyne Bandu fight, you can make it such that players who react and roll early can avoid the tether all together.
The Reckless Charge displays fire lines emitting from under him when he spins at the target, is this meant to do damage? Or is it just the AOE spin that does damage?
Not a fan of how deadly the ice tornadoes are, again it's not fair when they appear almost instantly and start dealing almost 9k ticks on the spot which is almost an instakill. The boss's large channeled center frost AOE is also far too deadly, barely grazed the edge for less than a second and was dead. Not sure if it's lag or incorrect circle telegraphs but this seems way too punishing. Would suggest making ice tornadoes slower overall. Tzogvin's throne also overlaps/blocks the outer running path during his frost AOE attack occasionally, making it very hard to outrun the smaller tornadoes.
Not sure if the Fire Pulse (aka the MOL first boss mechanic) and adds are time based or health based. Would suggest making it health based and lowering the pulse damage so as to not punish groups with lower dps too much during his shield phase.
Vault Protector
My personal least favourite boss in the game. Adds are summoned based on a timer, instakill lasers activate based on a timer (12 seconds or so based on observations) and the mechanics ramp up way too fast. This boss is a dps race to the extreme and I absolutely HATE DPS races, or mechanics that punish low dps.
The laser mechanic is well explained before the boss, you need to find an obstruction to block the laser, and death hints tell you that the boss's shield does that. Fair enough. Boss itself also does some mechanics, but those are easy to deal with. But again, adds and lasers spawn and ramp up too quickly. First it's 1, then 1, then 2, then 2, then 3, 4 beams at once or so, which means that most groups will have to deal with 4 beams within a minute or so of the fight, unless you're one of those top tier groups who just burn through everything while claiming everything is too easy. Given how the beams come one after another, if the boss's shield is in a bad place, like off center, you're basically screwed. If the Sphere fires a ground tremor at the wrong moment at the party while they're stuck behind the boss, it's either instant death or everyone takes 14-15k worth of damage. If the rolling spheres come up, you get stunned, and then you're dead. I really really dislike how little room for error there is, and how random stacking mechanics can just screw you over.
The ray emitter is also not obvious at all, it is too hard to tell which end of the laser is the emitter in combat, which is necessary to know which side of the boss to hide on.
I do think this boss has some potential, but the mechanics should be redesigned extensively. Here is my version of the boss that seems more fair
I suggest making rays activate and adds spawn based on health percentage of the boss: 90%, 70%, 50%, 30% will spawn a sphere and a spider each. 80% will have a 1 beam activate, 60% will have 2 beams, 40% will have 3 and 20% will have all 4 beams. Beams will now destroy any adds still alive as they pass. The achievement associated with this boss can be amended to "destroy 20 adds manually" or something. This will help ensure that the true test of this boss is mechanics, positioning and dodging instead of just mindless dps.
Rizzuk and Avalanche
I really can't give any feedback on this boss since I have no idea what the proper intended way of beating him is. Rizzuk has some form of very deadly interrurptible spell. Ok. Some very deadly frost AOEs appear all over the place almost randomly (with no red circles) and no telegraphing. Ok. The atronach's AOEs and swing one shot people for 90k. Ok. Some spiky frost ball emerges from the tornadoes and chases people around, and does practically no damage when it hits them. Ok. Rizzuk freezes everyone with almost no telegraphing and does a high dot with an unblockable meteor that sometimes one shots people, while sometimes it doesn't. Ok.
Ok then. I have no idea what's the intended strategy here. We just rezzed the dead and dpsed the mage down. The only improvement I can suggest is to just make Avalanche invulnerable so people know to focus on Rizzuk, and reducing the damage from all the random AOEs overall. If the frost spike ball is supposed to do something that would be nice. Maybe kiting it into a tornado removes it? Maybe kiting it into the boss stuns it? Maybe intentionally freezing yourself in the tornadoes negates the boss's meteor like the first boss in SCP? I dunno.
Stonekeeper
Ugh this boss. In general I think the arena is a bit too small for the amount of kiting you need to do esp in the second phase with the spinning blades, since the inner blade track leaves you with barely any room to avoid it on the outer ring. Similarly, the outer ring's spinning blade pushes you way too near to the boss, which if you touch him stuns and damages you. I can see this boss being rather melee unfriendly, and I think the damage and stun near the bosses's body should just be removed to give more room for maneuvering as well as a reduction in the size of the spinning blade AOE. Damage and bleed from the blade could also be toned down.
Mechanics hints are provided by the NPC are adequate, boss's body being invulnerable initially teaches players to focus the arms and then the body. Blade arm AOE needs to activate a bit slower so people have time to get out of the AOE. Centurions summoned by the arms breaking are ok to deal with but not a fan of their heavy attacks one shotting people. Boss's spinning armpit fire mechanic is fine but can be annoying when trying to avoid blades, centurions and other attacks. Suggest increasing cooldown on that mechanic so players don't have to constantly kite. The instakill cone on 3rd phase could also be delayed slightly to give players more reaction time.
I really dislike the skeevaton phase at 70% and 40%. Skeevatons have their own skills which aren't explained anywhere, this mechanic is never introduced in any form before the last fight and frankly just seems pointless and gimmicky. Skeevatons have too little health in general. Going into the skeevaton also unsummons your pets, so good luck sorcerors. Why is there a need to "charge up" the special pylon destroying ultimate with a skill? Wouldn't it be much more straightforward to have a damage skill do that instead directly?
I'm not exaggerating when I say that I wish the skeevaton phase just be scrapped entirely. It seems entirely out of place within this fight and will get tiresome very very quickly. And this is a minor issue but lorewise, since this dungeon seems to be part of the "main story" of this year, how does it make sense that players are able to transform into clockwork rats and back again? We're not controlling them magically like drones, since all damage you take in skeevaton form transfers over to your player and if you die in rat form you die for real. What? Just please get rid of this ridiculous mechanic.
I didn't bother with HM, but from vids I've seen it's just more health more damage, more constant debuffs and the skeevaton phase is somehow even more complicated and janky. Overall just a giant pain.
[*] What level and build was the character you used?
CP 810 mag sorc.
[*] Do you have any other general feedback?
@ZOS_Finn I don't know if you guys actually read the feedback here, and I apologize for the length of this post. But I am writing this to speak out against what I feel is a worrying trend of making the newer DLC dungeons so much more insanely hard and complicated compared to older base game dungeons and even the older DLC dungeons. Is there really a need to "one up" the previous content in terms of difficulty all the time?
Difficulty comes in two forms for me - numbers and mechanics. Numbers difficulty has to do with enemy health and damage output compared to our own health and damage. On that note, why is trash and boss damage constantly getting higher and higher? Some boss attacks are hitting for up to 90k, trash heavy attacks are hitting for 60k.
Maybe this is your way of encouraging people to play as tanks and healers, I don't know. But making all of these attacks hit so hard that they one shot anyone who isn't a tank has instead promoted a different meta in general. There is a reason why people tend to favour self sustaining 3 dps 1 tank setups. More dps allows us to clear content faster, for one. The less time you spend, the less chance of screwing up. Also, more dps allows people to burn through enemies before the incoming damage/mechanics gets overwhelming, and in general allows people to skip boss mechanics by reaching certain health gates fast (see Zaan in SCP and practically every boss in vet Blackrose).
Excessively high damage and the prevalence of one-shot mechanics in the newer DLC dungeons doesn't promote healers - it promotes rezzers. The ghost lines in Fang Lair HM come so often and the random poison cones in SCP HM come so fast that if someone dies, and most of the time someone will, it's easier to just get a Templar with Kagrenac's to get them up since no one else can rez fast enough before the next line of ghosts comes or the next poison cone fires. Please reconsider your dungeon team's love of mechanics like these. Please give us more reaction time and "down time" in general for these types of mechanics - increase the time between ghost lines and make the poison cones spawn a bit slower so we can react. Most of us do not have the luxury of playing with sub 100 ping, like I mentioned earlier most Oceanic players have 300 ping minimum at the best of times. The number of times we have died to AOEs that we thought we had dodged, but the server decided that we hadn't, is just infuriating. Having to dodge instakill AOEs, heavy attacks and mechanics constantly at high ping just gets exhausting after a while.
Mechanics wise, why is there a need to constantly introduce gimmick mechanics and invulnerability phases? First it was the 3 crouch phases in Tarcyr in MOS and the 3 pointless hedge maze phases in MHK, and now this silly skeevaton nonsense. It's ok that for dungeons you want to introduce something special to spice up combat, but if more time is spent dealing with the special mechanics to remove the invulnerability than actually fighting the boss, then I think the mechanic isn't a good one. (Who even thinks waddling around in crouch while avoiding AOEs to get to a wisp to press interact, 3 times each for 3 phases, is fun? Just reveal the boss on the first interaction, anything longer than that is just tedious.)
And finally, what is up with the trend of making the HM vet dungeons so much more ridiculously difficult than normal vet, which seems to have started with SCP and FL? You do realize that HM is part of the daily pledge criteria right? What is the intended completion rate/ intended replayability rate of vet HM DLC dungeons? As mentioned earlier most people already skip DLC pledges, and making content that a large portion of the player base skips or at most does only once seems counter intuitive.
There is clearly talent involved in designing these dungeons and encounters, and I don't want it to look like I'm bashing the devs for no reason. I just feel that at this point there seems to be questionable design choices being made that makes all this DLC content, aka content that we paid premium price for, unreasonably restrictive and unfun for a large portion of the player base outside the "top tier" players. Dungeons shouldn't be this demanding ever, especially when you're advertising it to be storyline and lore related, even in vet and HM.
TheRimOfTheSky wrote: »I'm gonna miss the goblin gibberish, just funny to see dialogue like this in a boss fight instead of a bunch of taunts😔
I disagree with this solution. Simply making the mechanics and add spawns happen at set percentages will solve the problem. Having the lasers damage the adds will overnerf the fight.To expand on an idea someone else echoed earlier in the thread, I suggest making the lasers damage the adds. Perhaps each laser takes off 25% of an add's max health? That way, if groups get to the 4-laser phase, they benefit from the adds getting killed for them. This balances the fight somewhat: high dps groups can burn the boss before the mechanics show up, but low dps groups can have the mechanics take care of the adds for them.
This is mostly a problem when the blade is running on the inside track. The amount of space left on the outer edge is very small and cramped, and the punishment for going out of bounds there is also more severe than going out of bounds when standing in the inner ring to avoid an outer ring blade (guaranteed death vs. a stun).There wasn't enough room to avoid the ground spinning blades
No, don't do that. It is fine as it is, and it's an important mechanic that eases the difficulty of HM. I'm not sure if you've noticed, but going out of bounds is something that kills everything, not just players. If you fall off the platform, you die. If you use a knockback ability and push an enemy off the platform, they die. Since it's not possible to be knocked off the platform at either the entrance or exit, an alternate means of lethality is required.Likewise, it seems unnecessary to have an (almost) insta-kill fire zone on the entrance and exit -- we killed ourselves several times roll dodging into it. Put a wall there instead of an insta-kill zone.
No, don't do that. It is fine as it is, and it's an important mechanic that eases the difficulty of HM. I'm not sure if you've noticed, but going out of bounds is something that kills everything, not just players. If you fall off the platform, you die. If you use a knockback ability and push an enemy off the platform, they die. Since it's not possible to be knocked off the platform at either the entrance or exit, an alternate means of lethality is required.
The easiest, most efficient, and most satisfyingly fun way to deal with adds in this boss fight is to use knockback abilities to push them off the platform or into the entrance/exit hazards. There's even an achievement for doing this. In vet HM, where add control is important, making the entrance/exit areas non-lethal will make add control via knockback slightly harder and thus make HM slightly harder.
do you guys take feedback on art assets on this thread? or only more so for balance? Should I make a separate thread for art assets?
do you guys take feedback on art assets on this thread? or only more so for balance? Should I make a separate thread for art assets?
I'm going to venture a guess here: seeing as how in the gaming industry art assets are typically made many months in advance, I think it's highly unlikely any changes can be made by the time a PTS rolls around.
Moloch1514 wrote: »Based on ESO Live, the normal version is too hard. Jess and Gina keep wiping, so this will be too hard for most pug groups.
Vanthras79 wrote: »Anyone else saw all of those goblins and thought they should have been Falmer? Maybe I was playing too much Skyrim lately.