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PTS Update 21 - Feedback Thread for Frostvault

  • eso_nya
    eso_nya
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    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.

    For me it was a great showcase on how off the difficulty/balance in those is.

    There is a team sitting in the same room using voicecoms (but not spoiling mechanics, okay).

    The tank was overgeared for the content (and using hp-bubble immortality), by the looks of it could have slowly ransacked everything to death by himself w/o ever being in danger of dropping below 50% hp.

    The dds kept dying nonstop without knowing why. (Except when the tank tricked them into dying from nonobvious mechanics.) -> "mechanics" r not obvious, telegraphing is off/bad/late. one of em was using relenquen, so defo not "newbies".

    The healer was more busy with rezzing and tryharding to keep the dds alive than mmo standard "healing the tank". Like in the avanlanche fight. tank is over there in a corner doing whatever, while the rest of the grp throws bodies at the mage until it drops dead. replacing the healer with a magplar dd in kagrenacs will improve teamperformance.

    Over all, the fights looked like going in w/ healtank and 3x50k dps, the bosses would go down in less than 30 secs and most of the mechanics wouldnt happen.
    Going in w/ a pug group (is minimum requirement for normal still level 10?), no voicecoms, 3 fakeroles (the ppl who pick a random role and r neither a tank, nor a healer, nor a damage dealer) would make it impossible to complete.

    This was normal mode, right?

    btw, why was there no onscreen failcounter this time? ;)

    For me, i'll maybe ask my one and only friend to try a two person "listen to the story" run with me. And than never go there again.
    Edited by eso_nya on February 2, 2019 11:43AM
  • Dracane
    Dracane
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    I can just say, I found this Dungeon very player friendly. No cheesy mechanics and no endless trashmob passages. Many passages were illuminated by the sun and gave me a feeling of harmony.

    Quite on the contrary to depths of malatar. That one was just depressing at times, which comes from a combination of some trashmobs that put alot of pressure on me and the overall style of the dungeon.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • crjs1
    crjs1
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    The increase in difficulty for DLC dungeons even in normal is depressing, especially with the one shots and mechanics. I’m glad ZOS seem to be indicating that difficulty will be reduced in subsequent patches because the first PTS patch has not done much to help normal. This would be impossible to PUG at the moment.
  • dowinterfor6
    dowinterfor6
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    Some further feedback as a tank:
    Overall my group did two nights worth of vFV HM, the second night we got to 36%. Since I've already left feedback on my first night, here's the second nights feedback.
    I came on a DK tank, and our group ran 3 dps 1 tank. We had a magplar in group, but CMX showed that I did 70-80% of my own healing. The fight was infinitely easier to solo tank on a DK than a sorc, mainly due to helping hands passive and igneous shields being much stronger than empowered ward, even though spamming shields is the logical solution to the ~75% defile. Tank class variety is already low, and this dungeon further exacerbates the problem. If we decide to go in again I may consider trying another class to confirm my suspicions.
  • Artim_X
    Artim_X
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    So far I've done this dungeon 3 times on normal (did not know anyone in the groups). Once as a pure DPS and twice as a frost staff tank DPS. As far as I can tell this dungeon has no unfair mechanics when set to normal. Sure some things will catch you off guard the first time around, but once you learn from your mistakes subsequent runs become significantly easier (unlike normal Moon Hunter Keep, which is always a challenge when no one else knows the mechanics).
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • forumsmurf
    forumsmurf
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    Did you enjoy this new dungeon?

    It was pretty enjoyable. Appropriate duration for a 4 man DLC dungeon (Not ridiculously long like MoS).

    How did the difficulty compare to existing dungeons on Normal and Veteran versions?

    HM is on the level of release Scalecaller Peak. Never did anything else.

    Did you complete Normal or Veteran (or both)?

    Completed HM.

    Which was your favorite boss in this dungeon, and why?

    Final boss is actually pretty fun. There's *** mechanics (such as the sphere projectile causing explosions that knock everyone in a radius away) but it is overall an enjoyable fight.

    What level and build was the character you used?

    Template Wrathstone maxed out character.

    Do you have any other general feedback?

    My feedback will be from a dpser's perspective. My tank's only comment is that there needs to be dedicated knockback if he is to run without a healer because he can't sustain Wings. My healer's comment are that a healer isn't really needed here because all they do is Javelin and throw Orbs/Shards for resources on the tank, their heals are somewhat insignificant because of the defile and you can't purge any of the debuffs.

    The final boss seems pretty difficult as any Mag class with insufficient stamina or a lack of inbuilt Major Expedition. There is a lot of roll dodging and sometimes sprinting to make up for positional errors. The exception is DKs who can use their Wings to reflect the Spheres off the platform and use Magma to make up for mistakes. Aside from that, it's clear that the fight was designed with the intention of using knockbacks to knock the spheres off the platform as there is an entire achievement dictating that. As such, skills like Javelin/Flame Reach/Draining Shot are used. I didn't like that so I used Wings instead. The fight is very unforgiving, there is close to 0 windows for recovery if somebody dies.

    Skeever phase is easy to learn and once familiar with, can be completed with 90% success rate barring extremely unfortunate circumstances.

    Ironically the hardest phase is from 65-35% because of how much damage the spinning blades do when they have been coated with fire. They also have a ridiculous range, being able to hit you from the other side of the platform. You're basically forced to burn stam if it gets coated with fire. Thankfully they're gone at 35% and replaced with a mechanic similar to Cloudrest's portal cones that knock you back if you get hit (but if you roll dodge at the right time, even if you roll into it, you're fine).

    Overall I rate the dungeon 8.5/10. I hope the intending difficulty rebalancing doesn't end up making this a joke.
    Edited by forumsmurf on February 3, 2019 4:19AM
  • Aliyavana
    Aliyavana
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    glad to see the troll stun attacks being nerfed in normal, now to see if its soloable tomorrow.
    Edited by Aliyavana on February 5, 2019 1:44AM
  • Aliyavana
    Aliyavana
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    Anyone see if the troll stun was nerfed enough to make it soloable in normal? Cant log into pts rn
  • profundidob16_ESO
    profundidob16_ESO
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    Aliyavana wrote: »
    Anyone see if the troll stun was nerfed enough to make it soloable in normal? Cant log into pts rn

    a friend of mine soloed the entire instance (including end boss) last night on normal. Took around 1h45min since he had to spec extremely tanky just to be able to handle the incoming dmge and that kills dps in favor of respecting tactics and surviving.

    Took forever but yes, it's possible now and a confirmed completion of the dungeon
  • Aliyavana
    Aliyavana
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    0sl8v94rfth8.png
    There is literal later model factotum body parts in the frostvault dungeon. Factotums are of sotha sil's design and this is completely unlore friendly to be in this dwemer dungeon. This was near Warlord Tzogvin https://en.uesp.net/wiki/Lore:Factotum

    Also this clockwork sphere just before the last boss is another asset reuse that is ingame specifically refered to as clockwork
    ns8b21otwby7.png
    0jjw7zyl6a04.png
    k070gro718e6.png
    Edited by Aliyavana on February 9, 2019 2:13AM
  • Aliyavana
    Aliyavana
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    ns8b21otwby7.png
    Aliyavana wrote: »
    Anyone see if the troll stun was nerfed enough to make it soloable in normal? Cant log into pts rn

    a friend of mine soloed the entire instance (including end boss) last night on normal. Took around 1h45min since he had to spec extremely tanky just to be able to handle the incoming dmge and that kills dps in favor of respecting tactics and surviving.

    Took forever but yes, it's possible now and a confirmed completion of the dungeon

    tried on a dps build, didn't end too well
  • profundidob16_ESO
    profundidob16_ESO
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    looks like it's working as intended then :)
  • profundidob16_ESO
    profundidob16_ESO
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    update for our test just now of 4.3.4: We just 3-manned veteran Frostvault non-hm with 3 very xp players that had practised alot and completed in 4.3.0/4.3.1 before.

    1 superdps, 1 superhealer, 1 tank all min-maxed more or less for this stuff.

    I did feel the nerfs to the different fights since 4.3.1 but they remain fun and challenging somehow due to the mechanics. The whole dungeon feels actually more enjoyable like this somehow and more fluid if people know mechanics already.

    We wiped a few times on tzogvin with his nasty icy stuff that keeps a random factor of adds and tether happening during ice aoe winds phase. THAT can be particularly hard tbh :)

    We managed to 1-shot Vault protector with I believe only 1 death and a lucky rezz.

    Especially Stonekeeper was alot more fun somehow due to it being shorter now (we did non-hm). I love the fact that it's now reduced to 1 training skeevaton phase at start and 1 real phase in the middle. The fight feels alot more dynamic and fun but remains challenging. Also 1-shot here.

    It personally feels to me that this dungeon is ready to go live and will be alot more appealing to the masses than in 4.3.0 or 4.3.1.

    gj devs
  • code65536
    code65536
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    Some thoughts on the final PTS patch...

    Reducing the number of skeevaton phases

    I regard the removal of the second skeevaton phase as a pacing change rather than a difficulty nerf. I've often compared HM skeevaton to the final boss of vMA. Clearing it for the first time was a brutal exercise in frustration that made you hate the game, but second and subsequent clears become markedly easier and genuinely enjoyable. Any group that can reliably clear one skeevaton phase should have no difficulty whatsoever clearing two skeevaton phases--once we had gotten comfortable with HM skeevaton, we felt that it was actually a nice breather--a welcome reprieve from the hectic topside action.

    In any case, we think it's a good change overall. The old design had broken up the pacing of the fight too much and dragged things out, particularly in non-HM where the skeevaton phase offered no challenge and would quickly become stale after the novelty wore off (HM skeevaton is more replayable and fun--once you've endured the initial pain of learning it).

    Adjustments to HM skeevaton

    There's really no reason for an Assault skeevaton to do anything other than a mine+ball combo. Nobody used Lightning Chassis initially because it was worthlessly weak--and now that you've buffed it, we still don't use it because... why bother? We also found that we're running skeevaton phases without ever needing to use the Assault ultimates. Part of this is probably just practice (we did spend way too many hours there during the first week of PTS), part of it is the buffs to the mine skill, and maybe a small part is the nerf to the spider spawns (it didn't really feel like there were significantly fewer spiders, though).

    One of our group members commented that he felt that the mine had become "OP" after the buffs, and while I tend to agree, our perspectives are those of people who had become pretty comfortable with HM skeevaton, and if this change means that the learning curve for HM skeevaton isn't quite so steep, then it's a good change.

    Overall thoughts

    The revamp this patch feels mostly like a sideways adjustment in difficulty rather than an up or down one (it's a bit easier overall). Some things were nerfed, some were buffed. There is a better progression of difficulty as you get deeper into the fight, the pacing seems much better, and the topside action seems more frenetic in the final burn phase.

    Overall, I really like this fight now. Thanks for listening to everyone's feedback, and I'm looking forward to it hitting Live!
    Edited by code65536 on February 20, 2019 2:48PM
    Nightfighters ― PC/NA and PC/EU

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  • TheRimOfTheSky
    TheRimOfTheSky
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    some of the Coldsnap Tribe members (ie Coldsnap Frostbiter) use Goblin models instead of Riekr/Riekling models, is that intentional?
    ON-npc-Coldsnap_Frostbiter.jpg
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