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If you could create your own trial what would it look like?

Somber97866
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Mine would have a boss fight in it where all the DPS would have to go and fight an add solo while the two tanks and the two healers stayed with the main boss and had to stay alive until the DPS got back.
And a mini boss fight where you would have to fight a shadow team exactly like your trial team.
  • Somber97866
    Somber97866
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    In the main boss fight there would be no way that each DPS can get out of going to fight their solo add. Or a way that a DPS can bring a healer with them or tank.but there would be no way for the tanks or the healers to accidentally have to go fight one of the DPS adds. the DPS would have to voluntarily go into a portal each to have to fight a minie boss solo
  • Elsonso
    Elsonso
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    Finn would be the end boss.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • snoozy
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    stuga as end boss, and there are sorc pets flapping in front of her, constantly preventing you from targeting her. :s
    PC EU
  • akdave0
    akdave0
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    An open arena you vs. 10,000 bankins.
    Survive.
  • Raisin
    Raisin
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    Way too many mechanics. :D
    I would make fights that require some positioning rather than just stacking, but also have some parts where stacking is a must for long enough to let people enoy it. I would make bosses that are weak/strong against certain types of damage, so we have to switch our builds up a little. Maybe a mechanic or two that requires people to slot a certain type of skill (not too limited ofc) to be used. Basically try to make sure people have to switch up their bars and coordinate their groups just a little, making different classes needed.
    Of course there should be different mechanics, even if small ones, that challenge the different roles. Make a fight that lets the DDs parse reasonably, while challenging support. Make fights where the DDs have to compromise on DPS a bit while including satisfying mechanics for support (hard to describe, but y'know there's some fights that are just fun to heal).

    I'd like to make a fight that plays with height, so different parts of the group are actually in different height levels of the room, but preferably without complete seperation. Maybe different positions require either meelee or range. Maybe there is some movement in the fight where a boss is moving upwards as the building crumbles and you follow along with it as it moves while still being able to damage it. Small things so there's moments where you wanna focus on ground dots whereas in other moments they're not worth it. PTS spoilers, but the basic concept of the Killn boss fight is kind of a nice start for me.

    I'd also really love to make bossfights that have more phases, to give some classic rpg vibes. An escape sequence with a time limit that makes people *** their pants the way I do in Metroid games....

    And then all the achievements would give you the best fricking cosmetics you've EVER seen. The end.
  • Jolipinator
    Jolipinator
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    At the end of my trial the group would encounter a Heart of Ice. It is an ally which must be saved from the forces of evil. The only way to complete this trial is to have a group of 11 healers and 1 tank, constantly healing and casting damage shields on the Heart of Ice. You must save the Heart of Ice.

    Remember, Ice never heart anyone.
    PS5 EU.
  • Nemesis7884
    Nemesis7884
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    I would have the combat team go through a trial to see if they are really up for the job
  • phermitgb
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    Spiders. Mine would be full of spiders. They've already got a couple of moderately spider themed dungeons (I still enjoy Spindleclutch 1) - but I'd make a dedicated spider dungeon, with more complicated spider mechanics.

    I'd use the encased in webbing and needs to be cut loose from (can't remember which dungeon does it, but they've got at least one) using a synergy.

    I'd like to experiment with mechanics involving holding off waves of spiders while someone burns webs (or sets up explosives to burn webs)

    I've been intrigued by the concept of a creeping death spider swarm, that forces the company to move forward thru a maze, but I suppose there are a variety of pug issues with a design like that

    I'm also always excited by the dungeons that use lightness/darkness mechanics. I like a mechanic that is also visually dynamic, and using lighting as a mechanic is a lot of fun for me - although I think I'd like to alter the light/dark mechanics with webbing (of course)

    I'm also intrigued by an arena design with changing ambush hole locations - essentially, players will fight a giant spider boss, that when she reaches certain hp thresholds, disappears. When the lesser spider wave arrives, giving the players some new enemies to fight, holes will open up in the arena, where if a player steps on one, the spider queen will strike out, and probably poison them or sap a resource or spawn a new enemy or encase them in webbing. Something like that

    I'm still sorting it all out in my head, but I'm generally committed to one part running adventure, 1 part fighting components of the final boss fight, 1 part environmental puzzle/threat, and 1 part boss fight. More or less in that order. I might bring back Heem Jas - I like him.
    "There is no correct resolution; It's a test of character."
    James T. Kirk
  • Narvuntien
    Narvuntien
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    I will create a trial with the kind of puzzles we see in MoL.

    Firstly, having trash that makes you have to think, This enemy type is the most annoying then this enemy type next and finally the enemy type the tank was holding. So typically a caster that is high damage but weak, middling and finally hard-hitting slow-moving tough that the tank has to hold.

    The Twins' puzzle in MoL is both loved and hated but its one of the only Tanking skill tests in the game. I want to pick up a boss (or two) and moving them to a particular position will improve damage or prevent negative consequences. I want to train tanks that where that place a boss matters and just taking damage isn't enough.

    Now some of those mechanics are in HoF but that trial is so big and punishing that you only really want to do it every now and then, I'd like a shorter experience than that but one that keeps you engaged the whole time.

    Both MoL and Cloudrest have this splitting off of parts of the group to do a separate task while the main boss is fought. I feel like too many players just never do these extra tasks, pushing them off to only the experienced players. I instead would want to systematically section off parts of the group and have them perform a task then return them to the main group. I would not have it be run losing like MoL and Cloudrest instead something annoying like a damage shield that has to be dropped or the boss does more damage until a lever is pulled.

    As for theme well, I would just go for a simple daedric theme, as seen in many of the dungeons, perhaps inside the dragongaurd temple in cryodil
  • Vevvev
    Vevvev
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    I think I'd take a page out of the Cloudrest trial and make it so the main villain can be tackled at the very beginning if you wish. But instead of having the other bosses in a circle around it the trial would take place in a forest and the group would have to explore the forest to find the bad guy's generals who are guarding stones of power. Could even have the generals spawn in random spots throughout the forest incentivizing the group to split up, but not too much since this is a trial with difficult foes.

    Destroy the stones to weaken the main bad guy before he accomplishes his plan at destroying the town (or something else of importance). Maybe even make the veteran version actually have a timer making the group have to complete the trial quickly or risk annihilation. (Which would reset the trial).

    (Edit)
    Now that I think of it maybe the evil thing the bad guy is bringing is a Siege crawler from Oblivion and defeating the bad guy closes the gate.
    img_0623.jpg
    Edited by Vevvev on February 4, 2020 4:54PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • UppGRAYxDD
    UppGRAYxDD
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    Mine’s s called Purgatory... there is no beating it, just dealing with it...
    Edited by UppGRAYxDD on February 4, 2020 4:52PM
    "Stendarr's mercy be upon you, for the vigil has none to spare."
  • Nestor
    Nestor
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    Wolves and Mudcrabs for the Trash Mobs. About 6 per grouping. Each of the 3 bosses would be an increasing amount of Skeevers, 6 for the first, 12 for the second. Then a big mama skeever at the end, with about 50K of health and 18 skeever.

    Reward would be a container like we get on the PTS that has all the Trial and DLC Sets.















    I have been playing the standalone version of Skyrim lately and have perusing some of the more godly like mods....😇
    Edited by Nestor on February 4, 2020 5:01PM
    Enjoy the game, life is what you really want to be worried about.

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

  • YE4hR1GHT
    YE4hR1GHT
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    yesterday-i-told-5b87ca.jpg
  • The_Old_Goat
    The_Old_Goat
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    I'd like to see a trial with siege mechanics.
  • Tabbycat
    Tabbycat
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    Mine would be designed by Sheogorath and the bosses would be equipped with random daedric artifacts.

    The Wabbajack boss should be particularly entertaining. You never know what will happen.
    Founder and Co-GM of The Psijic Order Guild (NA)
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