Please remove the one shot mechanics

  • VaranisArano
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    Varana wrote: »
    There's a good base game example of this in Darkshade 2 with the Engine Guardian for anyone who avoids DLC dungeons. There's a coordination mechanic with the levers that allows a group to bypass the poison phase if everyone manages it. When me and my IRL friends were learning that fight, we died so many times trying to make it work! Or one person would die, and then we'd be behind on DPS as we had to rez and recover, often leading to a cascade of deaths and a wipe. Then, we looked it up and discovered the other method: let the healer pass the heal check while everyone else burns the boss. Much, much easier! We beat the encounter with no problem.
    That's a bad example for one-shots, though - because it isn't. It is a heal check, i.e. it can be healed through, and you get saved not by burning the boss but by a decent healer. More damage will only help you if dps gets so inflated that you can burn the boss before the first poison phase, and I think we're still quite a bit away from that.

    It was intended as a base game example where a group who must follow the mechanics has a harder time than a group who can simply bypass the mechanics.

    When we tried to use the levers, we had a hard time with the levers, and also the fight took much longer, meaning we repeated the hard section more times.

    When we passed the heal check, we bypassed the mechanic and burned the boss, meaning we repeated the hard section fewer times and we had a much easier fight.

    Grobull is probably a better example from DC2 with a DPS check - a group who can burn him when he's down can skip most of the netch phases.


    The DLC dungeons tend to be the same sort of thing. You can follow the mechanics, but its simpler and safer to just burn the boss most of the time because then you don't have to do the hard phases with oneshots as often. And that's why we end up with groups wanting high enough DPS to bypass mechanics. Its just simpler, safer, and easier.
  • karekiz
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    That's essentially what ZOS is doing with one shots. It becomes more painful for groups to deal with mechanics where a failure can lead to a cascade of deaths or simply put a low DPS group even farther in the hole. It becomes much safer for a group who can simply burn through the mechanics with high DPS.

    Ironically, ZOS is widening the gap between ceiling and floor with their own mechanics.

    Your description for Darkshade 2 is exactly why some mechanics are one shots. Take ghosts from Fang Lair Boss <HM or not>. Lets say it drops you 50% of HP total. Then the entire difficulty of the 2nd phase of Fang Lair HM basically becomes moot. Tanks just heal themselves and eat a ghost. Healers just spam BoL to bring up and it doesn't matter, just stick on the targets butt <Bone or Boss> and DPS. Who cares about the mechanics if you can heal it? And regardless of one shots people will always go for burn strats. I suppose you could make every encounter do passive damage, but that would end up more tedious and boring after the 20th new dungeon, and still whats stopping dps from simple bringing an off heal? Remember DPS and heals scale similar so a DPS can off heal and do damage.

    There are some one shots I generally disagree with, but its usually if a mechanic is combined with limited space. Take Moonhunter keep HM. There is quite a bit of one shotting Werewolves. Answer? CC and kill them. Dodge the HA if you have to. Stuff like Negate really shines.

    Frostvault Protector lasers keep players pinned in a section with a death penalty for ignoring. Thats all fine, but the adds that shoot the circles that can deal 18K+ if enraged basically means you get punished for standing in the right area, that to *me* is more frustrating then the entirety of Moonhunter dungeon <Including HM>.

    I think honestly most of what needs to be done is just smooth out encounters <Excluding HM/Final boss>. Sometimes I feel as if the devs go just a tad overboard with bosses. Moonhunter Boss 1 could easily lose one mechanic <WW adds, snare + Kite, or the CC> and it would be smoother all around. Protector could simply make the adds go inactive during laser phase. This would mimic their previous changes with say Bloodroot <Removing the two atros during the encounter>, and while I was against it at first in the end it was a better call for pugs. The HM remained the same so in the end the difficulty just was smoothed out.
    Edited by karekiz on October 18, 2019 6:04PM
  • TheDarkShadow
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    There is no 1 shot in this game that doesn't have an indication (mean you have to get out of red, shield, dodge, or block) or mechanic (you have to do this or have this much HP or bypass this dps check or you die) behind it. There is lag and sometime bugs which makes you miss the indication, but most of the times you just have to keep your eyes peeled or have addons or learn the pattern of that boss.
    And most normal dungeons and trials already have no 1 shot. That's why you can never learn a dungeon or trial in normal, because all the mechanics that can 1 shot you in vet can easily be healed through in normal.
    Edited by TheDarkShadow on October 18, 2019 6:14PM
  • Jeremy
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    Agalloch wrote: »
    There is an inflation of one shot mechanics in the last DLCs ...many of them appear randomly and without any sign ..telegraph ..etc.. ( even the dragons begun to one shot with no sign).

    This is a game . We want to play it for fun .


    English is not my native language.

    I'm not crazy about that seemingly random instant death attack Dragons have either. Aside from that, they are well done. But I would prefer they remove that ability. I haven't been able to figure out what causes it - when it comes. I've only had it done to me a few times - and all of those times I was not in its front. Others have said that positioning has no bearing on it though. So I really haven't a clue.

    It might be something akin to that Minotaur fight at the end of Falkreath when he just lobs some massive fireball out of the blue that does massive damage. Either way, I do agree with you it's lame.
    Edited by Jeremy on October 18, 2019 6:30PM
  • r34lian
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    It's the one shot mechanics which have led healers in majority of content useless what's the point of healer when u dead in one shot.
    Besides they "Overused" it and the amount of lag or potato server this game has one shot mechanics should be reduced greatly.
    In spindle clutch or fungus grotto 1 I'll always die to aoe no matter I dodge roll out or stay out of AoE just because my ping is "300+"
    kind_hero wrote: »
    Agalloch wrote: »
    There is an inflation of one shot mechanics in the last DLCs ...many of them appear randomly and without any sign ..telegraph ..etc.. ( even the dragons begun to one shot with no sign).

    This is a game . We want to play it for fun .


    English is not my native language.

    Which are the other one shot mechanics aside the dragon's breath which you mentioned?

    I don't mind this with dragons, they should be super-powerful, not like in Skyrim where you can one-shot them with an arrow from sneak, if you build your char as an archer. When the dragon takes flight, you need to take distance, that is how it should be...

    In skyrim you're dragonborn have power to rival dragons defeated world destroyer you're bound to kill nub dovahs with 1 arrow :trollface:
    2000 CP • 18 Maxed Characters • 6 Altmers • 7 Redguards • Necromancer Orc • Warden Dunmer • DK Nord • DK Imperial • Templar Breton
  • Dusk_Coven
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    MajBludd wrote: »
    @Dusk_Coven how do you get one shotted in pvp unless you aren't in impen?

    That's like telling the OP to just hold block for the entire duration of a dragon encounter and hope for the best. If everyone "had" to do that to have a chance to succeed ZOS would fix it right away.

    If any one option is so important that everyone "must" use it -- then the system is fundamentally broken. ZOS obviously isn't paying attention to "play patterns".
    Edited by Dusk_Coven on October 18, 2019 7:23PM
  • GhostofDatthaw
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    I'd like to see more difficult mechanics and more one shots, it's a nice challenge. Would be super boring if everything would be as easy as fungal grotto 1.

    They can make PvE bosses more challenging without dumb one-shots. All they have to do is increase the bosses' average damage output high enough so that the healers and tanks really need to do their jobs, while DPS need to pay attention to where they are standing and manage their self healing.

    One-shots make the game frustrating and pointless because tanks can't tank them, healers can't heal them and DPS has no chance at all. Continous, sustained incoming damage, on the other hand, keeps all players on their toes while forcing them to perform their designated roles competently.

    Burn the witch!
  • D0PAMINE
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    I liked the "Don't move a muscle!" In vCoS. The poison in vSCP was a bit tougher for me to get used to. I imagine it's a llt tougher for those who don't have an esperienced player they run with to give a detailed run down on each boss.

    I will say it is weird when the first or second boss is tougher than the final boss. Also, ZoS needs to fix the buggy ones like Vault Protector. I've lived while on the wrong side and died on the correct side while not touching the boss itself.
  • barney2525
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    FierceSam wrote: »
    The mechanics for dragons are a disgrace. They are an exceptionally badly designed, very boring part of the game.

    No indication of one shots

    No indication of AoE around the dragon

    Invisible AoE that erupts beneath players (again for no clear reason)

    No indication of effected area from dragon wing flaps or tail swipes

    The development of 'almost invisible' highly damaging AoE seems to be a theme of Elsweyr and the Dragonbore dungeons, which again is a cheat on players

    I don't want dragons (or other bosses for that matter) to be easy to kill. But I do expect mechanics that are easy to understand and work, where there is some kind of indication that I am going to be hit that allows me to actually react. Being continually one shot by random events is no fun at all. And two invisible hits of 10k+ in less than 0.2 of a second isn't fun either.

    The end result of this is that either no one is bothering to fight dragons, or, if they can be bothered, everyone is sniping from range, which is beyond tedious.

    There are more people doing dolmens in Glenumbra than there are doing dragons in Elsweyr atm.


    Huh?

    You been fighting the same dragons I have?

    Dragon takes flight, I run off to the side. I choose not to stand in the middle while he's doing a strafing run. Sure, there is no red area that is about to be hit, if you can't look at his positioning and figure out where the flame is going to hit, that's on you.

    I see lots of red circles that are about to do bad things, and have enough time to react to them. Red circles appear before molten rocks explode up from the ground.

    The tail smack does not have an indicator, but you know he might do it at any time. So pay attention to where you are and keep your distance.

    Same applies with the wings. If you try to get that close, you gotta expect he's gonna smack you with the wing.

    I'm not a top level combat specialist by any stretch of the imagination, but I have little difficulty staying alive during a group vs dragon fight

    And you say - sniping from range is beyond tedious. ... Soooooo ... you want dragon fights, where you can walk up to the dragon, mano e mano, and hand to hand him to death? And you try this and complain because he instant kills you? Does it not occur to you that this is a frigging Dragon, and it does not follow a script from a movie. There is no script in ESO for the dragon to follow that tells the dragon when to stop fighting hard and turn its underbelly toward the 'hero'.

    You seriously think that people should be able to walk right up to a dragon and NOT be one shot?

    Am I on candid camera?

    :#
    Edited by barney2525 on October 18, 2019 7:57PM
  • RogueShark
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    barney2525 wrote: »
    FierceSam wrote: »
    The mechanics for dragons are a disgrace. They are an exceptionally badly designed, very boring part of the game.

    No indication of one shots

    No indication of AoE around the dragon

    Invisible AoE that erupts beneath players (again for no clear reason)

    No indication of effected area from dragon wing flaps or tail swipes

    The development of 'almost invisible' highly damaging AoE seems to be a theme of Elsweyr and the Dragonbore dungeons, which again is a cheat on players

    I don't want dragons (or other bosses for that matter) to be easy to kill. But I do expect mechanics that are easy to understand and work, where there is some kind of indication that I am going to be hit that allows me to actually react. Being continually one shot by random events is no fun at all. And two invisible hits of 10k+ in less than 0.2 of a second isn't fun either.

    The end result of this is that either no one is bothering to fight dragons, or, if they can be bothered, everyone is sniping from range, which is beyond tedious.

    There are more people doing dolmens in Glenumbra than there are doing dragons in Elsweyr atm.


    Huh?

    You been fighting the same dragons I have?

    Dragon takes flight, I run off to the side. I choose not to stand in the middle while he's doing a strafing run. Sure, there is no red area that is about to be hit, if you can't look at his positioning and figure out where the flame is going to hit, that's on you.

    I see lots of red circles that are about to do bad things, and have enough time to react to them. Red circles appear before molten rocks explode up from the ground.

    The tail smack does not have an indicator, but you know he might do it at any time. So pay attention to where you are and keep your distance.

    Same applies with the wings. If you try to get that close, you gotta expect he's gonna smack you with the wing.

    I'm not a top level combat specialist by any stretch of the imagination, but I have little difficulty staying alive during a group vs dragon fight

    And you say - sniping from range is beyond tedious. ... Soooooo ... you want dragon fights, where you can walk up to the dragon, mano e mano, and hand to hand him to death? And you try this and complain because he instant kills you? Does it not occur to you that this is a frigging Dragon, and it does not follow a script from a movie. There is no script in ESO for the dragon to follow that tells the dragon when to stop fighting hard and turn its underbelly toward the 'hero'.

    You seriously think that people should be able to walk right up to a dragon and NOT be one shot?

    Am I on candid camera?

    :#

    The worst one-shot ability from dragons is his bite or whatever. And even that is telegraphed. It doesn't have an AoE indicator and it will only hit whoever has his aggro. I've tanked the dragons on my 17k stam sorc when there's no tank around to take aggro. I just end up spending most of the fight dodge-rolling.
    The bite attack (can't remember the exact name) is very quick, but the indicator IIRC is him pulling his head back and it gets the little spark effects around it, like when a mob is preparing to heavy attack you.

    Haven't seen any one-shot mechanics on the dragons that have zero indicators.


    Edit for: Trainwreck of quotes.
    Edited by RogueShark on October 18, 2019 8:18PM
    PC NA
    Will heal DPS for memes.
  • FlopsyPrince
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    The dragon one-shot attacks are not always indicated ahead of time. I regularly die from an attack with no indication at all prior to the attack.

    So I often just plink at the far edges with my Pet Sorc, running away frequently. I do still tend to die to surprise attacks, but it is less often.

    This is kind of disgusting though and would seem to go against the idea to be involved and help the effort more. Massively penalizing me for doing that with multiple deaths per time is not a great way to make a game.

    So I rely on others to carry the load instead.

    And those silent attacks still happen no matter how much some here claim otherwise.
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  • Veinblood1965
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    I'd like to see more difficult mechanics and more one shots, it's a nice challenge. Would be super boring if everything would be as easy as fungal grotto 1.

    I've wiped so many times on FG1 I almost quit the game, only finished it twice now, not sure what you are smoking but I'd like some.
    Edited by Veinblood1965 on October 18, 2019 9:05PM
  • barney2525
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    I'd like to see more difficult mechanics and more one shots, it's a nice challenge. Would be super boring if everything would be as easy as fungal grotto 1.

    I've wiped so many times on FG1 I almost quit the game, only finished it twice now, not sure what you are smoking but I'd like some.


    Noooooooo!!... don't say that!

    Now the door is open for all the " I'm so much better than you " groupies to throw their insults around and wow us with their exploits of daring do - doing Vet trials nekkid, and punching out the final boss in 3 hits.


    :#
  • buttaface
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    One shots are the laziest kind of game design that are put in games rather than spend the time to make the encounter meaningfully difficult. Can't believe people are defending them. Have played far harder MMO type games than ESO from vastly less funded, staffed studios that have exactly -0- one shot cheeze in them. No reason, other than laziness, that ESO can't accomplish similar.
  • Jeremy
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    RogueShark wrote: »
    barney2525 wrote: »
    FierceSam wrote: »
    The mechanics for dragons are a disgrace. They are an exceptionally badly designed, very boring part of the game.

    No indication of one shots

    No indication of AoE around the dragon

    Invisible AoE that erupts beneath players (again for no clear reason)

    No indication of effected area from dragon wing flaps or tail swipes

    The development of 'almost invisible' highly damaging AoE seems to be a theme of Elsweyr and the Dragonbore dungeons, which again is a cheat on players

    I don't want dragons (or other bosses for that matter) to be easy to kill. But I do expect mechanics that are easy to understand and work, where there is some kind of indication that I am going to be hit that allows me to actually react. Being continually one shot by random events is no fun at all. And two invisible hits of 10k+ in less than 0.2 of a second isn't fun either.

    The end result of this is that either no one is bothering to fight dragons, or, if they can be bothered, everyone is sniping from range, which is beyond tedious.

    There are more people doing dolmens in Glenumbra than there are doing dragons in Elsweyr atm.


    Huh?

    You been fighting the same dragons I have?

    Dragon takes flight, I run off to the side. I choose not to stand in the middle while he's doing a strafing run. Sure, there is no red area that is about to be hit, if you can't look at his positioning and figure out where the flame is going to hit, that's on you.

    I see lots of red circles that are about to do bad things, and have enough time to react to them. Red circles appear before molten rocks explode up from the ground.

    The tail smack does not have an indicator, but you know he might do it at any time. So pay attention to where you are and keep your distance.

    Same applies with the wings. If you try to get that close, you gotta expect he's gonna smack you with the wing.

    I'm not a top level combat specialist by any stretch of the imagination, but I have little difficulty staying alive during a group vs dragon fight

    And you say - sniping from range is beyond tedious. ... Soooooo ... you want dragon fights, where you can walk up to the dragon, mano e mano, and hand to hand him to death? And you try this and complain because he instant kills you? Does it not occur to you that this is a frigging Dragon, and it does not follow a script from a movie. There is no script in ESO for the dragon to follow that tells the dragon when to stop fighting hard and turn its underbelly toward the 'hero'.

    You seriously think that people should be able to walk right up to a dragon and NOT be one shot?

    Am I on candid camera?

    :#

    The worst one-shot ability from dragons is his bite or whatever. And even that is telegraphed. It doesn't have an AoE indicator and it will only hit whoever has his aggro. I've tanked the dragons on my 17k stam sorc when there's no tank around to take aggro. I just end up spending most of the fight dodge-rolling.
    The bite attack (can't remember the exact name) is very quick, but the indicator IIRC is him pulling his head back and it gets the little spark effects around it, like when a mob is preparing to heavy attack you.

    Haven't seen any one-shot mechanics on the dragons that have zero indicators.


    Edit for: Trainwreck of quotes.

    There is something else beside the bite. The bite is easy to survive if you block - and a defensive character can live through it even without blocking.

    He does another move - seemingly at random - that does insane amounts of damage. I'm talking hundreds of thousands of damage.
    Edited by Jeremy on October 18, 2019 9:39PM
  • Dawnblade
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    buttaface wrote: »
    One shots are the laziest kind of game design that are put in games rather than spend the time to make the encounter meaningfully difficult. Can't believe people are defending them. Have played far harder MMO type games than ESO from vastly less funded, staffed studios that have exactly -0- one shot cheeze in them. No reason, other than laziness, that ESO can't accomplish similar.

    Not to excuse lazy game design, but ESO 'suffers' due to the base design that allows players to build characters like a single player game, allocating all stats to damage / healing scaling stats while picking and choosing from a large menu of abilities including putting together builds that include high damage and high shields / high heals.

    IMO though, one shot mechanics as part of a pass-fail mechanic are fair game, if not over-used, if not able to be cheesed (like many in ESO with min/max types simply blowing up the boss), and if clearly telegraphed.

    One shot mechanics put in place to compensate for poor class and combat design though are just lazy game design.



    Edited by Dawnblade on October 18, 2019 11:22PM
  • kargen27
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    FierceSam wrote: »
    The mechanics for dragons are a disgrace. They are an exceptionally badly designed, very boring part of the game.

    No indication of one shots

    No indication of AoE around the dragon

    Invisible AoE that erupts beneath players (again for no clear reason)

    No indication of effected area from dragon wing flaps or tail swipes

    The development of 'almost invisible' highly damaging AoE seems to be a theme of Elsweyr and the Dragonbore dungeons, which again is a cheat on players

    I don't want dragons (or other bosses for that matter) to be easy to kill. But I do expect mechanics that are easy to understand and work, where there is some kind of indication that I am going to be hit that allows me to actually react. Being continually one shot by random events is no fun at all. And two invisible hits of 10k+ in less than 0.2 of a second isn't fun either.

    The end result of this is that either no one is bothering to fight dragons, or, if they can be bothered, everyone is sniping from range, which is beyond tedious.

    There are more people doing dolmens in Glenumbra than there are doing dragons in Elsweyr atm.

    Most those do have indications or are not actually one shots. You have time to get out of the AoE if you do not see it. After your third fight you should know where to stand to avoid the wing swipe. The tail swipe has a very obvious warning so you have plenty of time to block. Without blocking if you have 19k health you will survive the tail whomping you unless it whomps you into existing AoE. Knowing what is behind you takes care of that problem. The biggest problem I have with a dragon is timing a dodge roll when I somehow get aggro. The attack is telepraphed but you can't roll early or the cone adjusts to your new location.
    and then the parrot said, "must be the water mines green too."
  • Sahidom
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    I remember Gilliam the Rogue commenting last year that it would be bad for ZOS to create content where the 4-man/Trial groups would have to manage character deaths, as a direction for creating mechanics to increase trial difficulty.

    Hopefully, the developers heard this.
    Edited by Sahidom on October 19, 2019 12:10AM
  • TheDarkShadow
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    Many people use "the dragon" which I assume the Elsweyr "dolment" dragons. Well you supposed to have a tank to keep it still, or else just take turn dying then rez. It's not a design problem it the lack of tank to do mechanic (keep boss facing 1 direction and hold block).
  • Drako_Ei
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    There arent 1 shots at normal... with some exceptions, so stay at normal and dont mess up the fun of the experienced players...
  • kargen27
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    Many people use "the dragon" which I assume the Elsweyr "dolment" dragons. Well you supposed to have a tank to keep it still, or else just take turn dying then rez. It's not a design problem it the lack of tank to do mechanic (keep boss facing 1 direction and hold block).

    My healer can stand anywhere on the dragon and survive unless she gets knocked back into AoE. Even then sometimes I can manage to get up and out of the AoE with a bit of health left. If she happens to get aggro it gets a little trickier. Still doable though if I pay attention to my stamina level. If you are dying to the dragon you either do not have enough health, are not paying attention to tells and mechanics or get that bad bit of unfortunate incidents that sometimes happen to cause a double whammy.
    The easiest place to fight the dragon is on the tail. If the dragon spins just spin with him. If he does a 180 just roll through him.
    and then the parrot said, "must be the water mines green too."
  • darthgummibear_ESO
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    Uryel wrote: »
    the next I'm dead and the recap tells me I got hit for over 80k damage.

    As a dps I've certainly had my share of dragon deaths, but I've never been hit THAT hard. Even getting wing-knocked into one of those exploding spikes did a total of 30-40k. How in the hell are you getting hit for that much damage in tank gear? That has to be a bug of some kind unless you got hit by multiple explosions at once.
  • wild_kmacdb16_ESO
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    One shot mechanics should be limited to Veteran Trials IMO. Those folks know what they are getting into and probably expect and enjoy such things.

    Sally Mae shouldn't have to research YouTube videos and online wikis prior to running a normal dungeon for fear of being the one that causes the group to wipe because she didn't organically know to stand behind a bucket while spinning 360 degrees and jumping up and down to avoid the 1 hit KO.
  • Maddjuju
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    90% of the time that I'm one-shotted, I only have myself to blame because I didn't react fast enough to a tell. It's when there's no tell that it makes it pretty scummy and I've really only had that with dragons. In that case, I really do think it's lag.

    I've had times no parts of the dragon moved in my direction or AoEs around but I'm dropping health at 50-80%/sec for seemingly no reason (not saying that's much damage since I was leveling up a new healer at the time). I've also watched sections of people fall from full health to dead with no indication of why which tells me they didn't see what hit them either. On the flip side, I took fire breath to the face and had tails phase through me and didn't lose a single bit of health. Lag can be both a blessing and a curse.
  • Uryel
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    Uryel wrote: »
    Maybe it'll get people to use block more frequently, most damage in the game can be reduced by blocking even if its not actually targeting you like AOE effects.

    Except that's bulldung.

    In the case of dragons, well... I've done a bit of testing with my tank. All I got from it was frustration. My tank is built only for one purpose : being as unkillable as can be. Stamsorc nord tank, slightly over the max resists once buffed (and I always keep him buffed in combat), around 45-50k HP, several layers of damage shields (one from his gear, one from two handed that I can spam, one from one hand and shield that I can spam, one from psijic skill line when blocking...) and even champion points to boost damage shield.

    He still gets one-shot from dragons without any sign. And by an enormous margin. One second I'm here, near the dragon's wing, hitting it to do my limited damage (well, he is a tank...), the next I'm dead and the recap tells me I got hit for over 80k damage. There was never a telegraph of any kind, the dragon was looking the other way, there was no wing slapping, no tail whpping, no flame-spitting, no nothing. I just take way more damage than my total HP, without any sing that it's coming whatsoever. Even blocking wouldn't help with that much damage. The only safe spot I found to avoid being one-shot seems to be when you're hitting the tip of the dragon's tail. You still large damage when it whips you, but a tank can survive that. Maybe I was just lucky, though.

    Then, there is this boss in Glenumbria, the lightning drake thingie. If you're not in CP levels, you can block its lightning ball. Else, you'd better dodge, because it's insta-kill even if you're blocking. I know, I tried several times (granted, it was a while ago, maybe it has chaged since then). At least you can see it coming... Unless you're the tank, because then you're in melee range, and the beast is facing you because you have the aggro.

    Then, there are some annoying dungeon mechanics, preventing us from trying some dungeons as a solo run, for the sheer challenge of it. Like, when a boss will randomly select someone to pin them on the ground and they'll need help from a group member to get back up, else they die. That's a secondary concerne, but that's still quite annoying. And no amount of blocking will help with that either.

    When you're fighting a dragon, you want to be between his head and his wing, IN FRONT OF HIM. It's the same with sunspire. If you're to his side, his wing will knock you back and wreck you.

    If you're talking about the glenumbra wamasu, you literally just bash him to prevent his big attack. You'll see the red sparks. The only other things he does is a huge telegraphed cleave, and a charge. He's super easy to solo on a dps.

    I can't think of a true one shot mechanic from a non-enraged, boss, to a properly geared, blocking tank. It's about learning mechanics.

    Sometimes I wonder why I bother explaining things, since most of the time people will either not read or reply completely off. Anyway :

    - If you're wrecked by a wing knock back, you're so weak you should be ashamed to call yourself a tank. You realise I was talking about fighting with a tank, right ? Also, the tail is a much safer spot than in front of the dragon. But that's irrelevant. I'm not talking about what attack will do what and what mechanic will need to be used, I'm talking baout sudden death with no sign to foretell it, for almost 100k damage in the recap, even though my character has extreme defense and the dragon hasn't even moved an eye in my direction.

    - Again, I don't care about that wamasu beng easy to solo as a damage dealer, I was talking about a tank. And I was especially replying to someone saying "people need to block more", which is a fallacy. There are several one shot mechanics in the game against which blocking will do nothing. But just for the record, first time I fought that wamasu boss was on an archer who had barely reached CP levels. Pray tell, how does an archer bash a boss ? Spoiler : it doesn't. Dodge the big bad lightning ball, or die. Blocking won't save you. Unless you have an interrupt arrow, but hey, sometimes you just don't.

    Also, using a trial as an exemple that supposedly speaks to everyone ? Yeah, right. Nothing more to say.
  • Uryel
    Uryel
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    buttaface wrote: »
    One shots are the laziest kind of game design that are put in games rather than spend the time to make the encounter meaningfully difficult. Can't believe people are defending them. Have played far harder MMO type games than ESO from vastly less funded, staffed studios that have exactly -0- one shot cheeze in them. No reason, other than laziness, that ESO can't accomplish similar.

    But how would they cater to the WoW crowd, the kids who "learnt" to play with Blizzard, or on any other copypasta MMO that came later on to get a slice of that cake ?

    People defending it are most likely those who are used to learning mechanics by heart and using them, kinda like the brainless crowd that used to worship Guild Wars 1 "elite" dungeons where all you needed to do was bring exactly the perfect team with the perfect skills and nothing else would work because sometimes you needed that one spell to keep moving forward. You don't have a necromancer with the ability to teleport on a corpse on the other side of that otherwise impossible to cross gap ? Well, bummer, you're stuck. Learn the mechanics and all that. Or maybe the game desing could be mant so that people need to adapt rather than copy-paste the mechanics.

    To be honest the worst lazy mechanic I have ever seen was in Everquest 2, where mobs were often considered as a single entity no matter how far apart they were. No split pulling there, you could wait for that kobold to be far away from his friends, hidden behind a rock and so far away no one would notice, the first strike would ALWAYS pull 7-8 of his friends with him.

    Insta-kill bulldung comes second to that in terms of lazy, useless mechanics, but second only to that.
  • Schattenfluegel
    Schattenfluegel
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    The dragons Oneshot in Elswyre hits only people, who standing too near to him. Playing on max Melee Range should solve that problem.
    Edited by Schattenfluegel on October 19, 2019 7:56AM
    Love my Stamsorc
  • Qbiken
    Qbiken
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    One shot mechanics should be limited to Veteran Trials IMO. Those folks know what they are getting into and probably expect and enjoy such things.

    Sally Mae shouldn't have to research YouTube videos and online wikis prior to running a normal dungeon for fear of being the one that causes the group to wipe because she didn't organically know to stand behind a bucket while spinning 360 degrees and jumping up and down to avoid the 1 hit KO.

    There isn't any normal dungeons that have one shot mechanics. Mechanics that one shot on veteran are balanced in a way that they do a large amount of damage in their normal version. Take the scream from last boss in Falkreath Hold as an example. On veteran if you fail to hide behind the pillars when he screams you'll get one shotted. On normal you only lose a large amount of your health, but never enough to die.
  • FierceSam
    FierceSam
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    The dragons Oneshot in Elswyre hits only people, who standing too near to him. Playing on max Melee Range should solve that problem.


    Which makes dragon fights really, really boring.

    Everyone stands at max melee range in the 20 degree area on either side of the tail that isn’t infected by invisible one shots spamming their weapon abilities. Then run away when the dragon takes to the air and the invisible AoEs appear. Rinse and repeat (or more likely don’t bother). Not my idea of excitement or fun.
  • Schattenfluegel
    Schattenfluegel
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    Well, its overland Content...you have the same mechanic in Raids too, but with more ongoing action around you.

    It has to be easy to reach the whole playerbase. All MMOs have different playertypes...and yes, i am bored by overlandcontent too. But i am a progressplayer, not a Storyplayer, who plays only for immersions.
    Edited by Schattenfluegel on October 19, 2019 8:45AM
    Love my Stamsorc
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