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Fix dlc dungeons, they are paid content.

zvavi
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Excluding the lags and bugs and skills not firing, we have also many bugs that plague specific dlc dungeons.

I will probably forget some, but let's start making a small list. Anyone that has anything to add feel free:

Scalecaller : inconsistency of the stone mechanics, most apperant in hard mode tries. Sometimes it stones if your feet merely touched the ray. Sometimes you need to run in it for 5 seconds for it to stone you.

Fang lair + moongrave : I put them together since they are plagued by the same problem, wrong aoes. Both tail swip (aoe from thurvakun that knockbacks) and fus ro duh (from grandwulf) are many times wrongly telegraphed, bringing to random one shots if you don't roll (in vFL, #pushed into walls) or block (vMGF, hardmode).

Frostvault : ok this one is a pain point, the obnoxious crush at last boss was fixed (finally), but with the fix, lasers are even less consistent, killing people that hide, ignoring people that run through them, makes a very "unique" experience running it, especially with weaker groups that get more phases per fight.
Additionally let's address avalanche. I am very, very happy there is a boss with unique tank mechanics. Very happy. There are just 2 smallllll problems.
1. If you are 5m+ away from him and he casts his dance you get late telegraphed one shot that you can't do anything about.
2. He just disappears after first wipe. Making it almost impossible to complete "cold potato" achievement.

Those are the major ones I can remember (which means there are probably many more, like the non working synergy in vICP that I initially forgot because I don't run the dungeon.)

In addition to the major ones, we have many, many, minor ones. Many. I mean seriously, one man walls in vDoM, once I had Mylenne mooncaller drop her enrage randomly, giving me and my group the achievement of killing her without cleansing the enrage, and boy we didn't have the damage for it. fv is so broken that even the mobs spit in your face, you can get cc'ed 3 times in a row, shield bash into shield bash into two handed heavy, which is against the zos "cc immunity" policy.

I will stop with the minor bugs and go to the next section. Bad design.

I know I know, bad design is not always warrant for "fix it", but hear me out, especially since some of those might be bugs.

Let's start with fv. 2nd boss. His fire jump. When fv first came out, it was consistent, he did the animation, jumped, ended up in the same place, started channeling. Now: he does the animation. Then 30% chance he throws the bolas Boleadoras.png
then 50% chance he will jump to a random place on the map, starts channeling.

Next on the list of bad design we have vMGF, and the phases with stones (1st boss) and geysers (3rd boss) now, ignoring the fact that the boxes are clunky in 3rd, the amount of projectiles (4) makes it very bad design. First, if a heal/dd by chance gets x4 of them, if he by any chance didn't block or roll or shield (which nobody got stamina for) he is dead. Chances for that are 3/256 per volley (if everyone are alive), which is very low, but still rarely happens, not to forget that you "need" to drop block for heavy attacking orb or light attacking boxes. The real problem is not only that the chance exists to begin with, but becomes much much higher, when group is weaker, and loses a member or two on the way. And let us not forget the horrible box moving in 3rd boss, which gets bonus points of bad design because the best strategy is just to stack in middle and let healer outheal (lol)

Let's track back to vFL, the beetles. Long ago, before the "cc immunity changes", tanks could literally stun/root/snare beetles, and then do it again when it ran out, and after 10 seconds beetles died on their own. It was a neat tank mechanic. Then, zos decided to "address" stuns and the like, making beetles cc immune. Creating"rng based" beetle race, in which if *** doesn't line up well (walls, aoes, etc) tanks don't have counter play for beetles and will be forced to get the unpurgable DoT on them. Long story short, there was a dungeon mechanic, combat changed in a way that hit that mechanic, mechanic was not addressed to compensate the changes.

Now to close the thread in a positive note, have a picture of me falling below the floor in vLoM after maarselok pushed me below it with his fat booty.
unknown.png
Edited by zvavi on May 14, 2020 9:38AM
  • zvavi
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    Daily dungeon dlc bug:
    vDoM 1st boss, I am sure we all had it, tank taunts the hunger, hunger does spit animation, and starts spitting in an entirely different direction. Kinda sad that the boss can't draw a circle under the tank consistently, he needs back to go back to art time in kindergarten.

    Edit: Aaaand second bug is something small. After 2nd boss, there are 4 or 5 add packs till 3rd boss, and the 2nd add pack, always have a different amount of stone watchers, it is amazing. Sometimes it is one, sometimes two, one time I even had zero stonewatchers there. I mean. Wtf, Meridia gotta get her statue thingies in line.
    Edited by zvavi on May 15, 2020 7:14AM
  • Masty_Spy
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    2. He just disappears after first wipe. Making it almost impossible to complete "cold potato" achievement.

    Can confirm this. After wipe he always falling underground. You can see him through the ground by pressing TAB.
    need more dps
  • zvavi
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    Daily dungeon dlc bug:
    Sooo I know I know, frostvault starred at every section of the original post. but it was yesterday's pledge, and I think it is the only dlc dungeon, that I need to wreck my mind which bug to cover.
    In the end I decided to mention a bug I already did, and then add another one.

    So let's start with the bug that we all love. The laser boss. holy crap do I hate that bug so much. I mean seriously. I pugged the vet version yesterday few times, and one of them we spent an hour wiping on it, lasers consistently killed us behind the boss. It was that bad. Worst is, that sometimes people survived it walking around randomly. I mean seriously, I saw one of use literally trying to be on the laser, he spent 5 whole seconds walking on the laser unscratched. Then the laser reached the shield part. Spoiler alert: that's the part where I die. I mean seriously, it is so bugged that during one of my other pugs, one of them said "let's try hard mode, come on, this instance is friendly, lasers didn't bug out."

    Ok now that I got that out of my system, I promised you guys a new bug. I am gonna cover more bugs, of the 2nd boss. And they are all related to the same thing though. His bugged fire jump. Some will say I already covered it, but neh, it has more bugs we can explore, today I am gonna name 2.
    Let's start with the first. Yesterday was the first time that I saw this one. So, he channeled his fire attack... Aaaaaand that's it. No continuation. The fight continued without that phase. Didn't even jump. Just channel, and then continue hitting the tank like nothing happened.
    Ok ok, the previous one is probably rare, so I am gonna cover a less rare one this time. During his fire phase he is supposed to spawn a 2h add. It just... Sometimes don't do that. I even had one run in which he managed to summon it, but the add just stood there in the corner, as if it is in detention or something. And then cause the pug dps group was low, during the second fire stage, additional 2 spawned, and holy moly did they start tearing us apart. But ye not every fight is as extreme as that, usually they just don't spawn. Anyway, cya tomorrow~
    Edited by zvavi on May 14, 2020 9:40AM
  • zvavi
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    Daily dungeon dlc bug:
    So, since I probably want to wrap this up in less than a month, we gonna go through 2 bugs today (yeyyyy).
    Behold, yesterday's pledge, Moongrave Fane.

    The first bug on our list is our all times favourite, just kidding it is a bit annoying, the boss reset in 1st boss~~~. As many probably encountered, sometimes when he does his charge thing (when he tries to run you over like a truck) if he goes up the stairs (that are right behind him) he can get out of his bounds, and reset. Tbh I totally forgot about it, and I had other 2 bugs prepared, but this one is very common, so I had to include it.

    The second bug is brought you by BATMAN. So it goes like this. You use HM blob (or whatever that is). Then during the fight, boss looks at a random non tank player, does a raising animation with his hand, and summons BATMAN. Now BATMAN is very sensitive. He wants a hug. So u gotta pop the hemoglobin orb on him to tell him that he is drunk and needs to go home, or he slowly gathers speed, until he gets his hug. And explode on you. Sounds like a joker is bored thing right? So anyway, during yesterday's HM, the daily annoying bug was in addition to the wrongly telegraphed one shot fus ro duh, bats that don't lose their shield after being sprayed with blood. Why didn't it lose the shield? BECAUSE IT'S BATMAN THAT'S WHY.
    (Second bug is much rarer and probably doesn't need fixing, other than, hmm, fixing the servers. Ok this disclaimer is long, so, next time we have a bug that happens cause servers are crap, I will add the disclaimer "plz fix server")

    I will also editted my first daily bug to include 2 bugs (ish)
    Edited by zvavi on May 15, 2020 7:15AM
  • zvavi
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    Aaaaa sorry for late update today, I didn't go into yesterday's pledge up till now, so today's material is veryyyyy fresh. Vet lair of maarselok fellows.

    We will start with the annoying small bug in 4th boss, where beetles just won't explode, even if you dance on them. Yeeee. It makes the fight a little bit more annoying, obviously so in low dmg groups.

    And we continue with "bad design" section. I know it doesn't count as bugs, but I think it is meh either way! 3rd boss, infestor respawn, sometimes it spawns on a dd. And then even if tank taunts it at that very moment, if dd won't dodge, the la dmg+ dot, will murder him. This is just silly rng thing, and I know that with a bit more awareness it can be 100% avoided, but this is bad design non the less, pretty ez to fix too, just let him use his blue circle on spawn :shrug: rng based deaths are a no no.
  • Firstmep
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    Hate to break it to you OP, everything in the game is paid content.
  • deleted221106-002999
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    Also, a lot of those collision/boundary detection issues you describe are not limited to dlc dungeons - they're pretty unbiquitous: delve mobs, public dungeons, non-dlc dungeons etc.
  • zvavi
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    Souterain wrote: »
    Also, a lot of those collision/boundary detection issues you describe are not limited to dlc dungeons - they're pretty unbiquitous: delve mobs, public dungeons, non-dlc dungeons etc.

    It is indeed true, but in vDLC bugs are more prone to create group wipes and frustration.
  • zvavi
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    Today is a bit special. Yesterday pledge was icereach. And I will be honest guys. other than the usual server problems, it works great. So today we have only the "bad design".

    So, this is specific both for 2nd boss and hardmode. The purgeable fire AOE that harms allies around you, and melts strangler shields. Why is it bad design? Because it means that wardens can't use their sustain skill (netch) there, because it will purge it, effectively crippling them from doing mechanics. Why is it a problem that they can't use their sustain skill? Because the equivalent of their sustain skill is Around 450 Regen before buffs. To get equivalent Regen to what they have if they used it, they wouldn't need to sacrifice around the same amount of spell dmg/weapon power. Look into my eyes, and tell me that it is ok to take away 450 weapon dmg/spell power from a specific class. It is not.

    Will even be easy to fix, just make it unpurgable, it is not like it harms the user.

    Anyway ye. Today is relatively peaceful. I am not sure what will I do about tomorrow, since it is unhollowed grave, maybe I will do frostvault/vMA bug marathon. Or we will have a unique day as well, of "good design". I don't know, didn't decide yet. cya tomorrow.
  • zvavi
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    Daily dlc bug thingy:
    Ok. Sooooo ye. Unhollowed grave. I know I promised positive things. So good news, ah wait that's the bad ones, there is a bug. The real good news, with a good healer and enough HoTs u can live through it.

    So, long story short, 4th boss, pillars, explosion, still pain. A lot of pain. Death. Can outheal pain. A lot of heal. Ye ok if anyone needs me to decipher what I just typed, even though it seems pretty obvious, hit me up, I will edit.

    Ok. I was told it makes no sense. So long story. During the fight with the 4th boss, he will do the explosion thing you need to hide behind pillars from. But sometimes, it will still stun, and deal a lot of damage to you through a heavy damage over time effect. even if you are behind the pillar. But this can be healed up pretty easily with a good healer in group with only heal over time effects.
    Edited by zvavi on May 19, 2020 11:49PM
  • zvavi
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    Ok ye I kinda neglected the thread for a while. So, I am gonna catch up to the previous pledges, in 4 different posts.
    Let's start with the pledge of 4 days ago, imperial city prison. So, we already covered the horrible no synergy bug, so I can't use it, so it is time for... Bad design.
    So, icp, 2nd boss. The guy with the many flash atronachs. Generally mechanics that force people run around the map doing things are bad. Especially since if many atronachs manage to be created, it is hard for tank to take control of all of them, especially since they run around the map following the allies. I found out that even in groups of low damage, it is just more beneficial to stack and burn, kill atronachs when they spawn kind of thing. It makes sure atronachs don't run all over the place, makes sure they die before they enrage, and let's damage dealers do something while boss is immune. Win win win.
  • zvavi
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    Next on the list we have the pledge of three days ago. vRoM. Mechanic-wise, the dungeon is great. No, seriously, great. Now to the complaints.
    Complaint n1: in the past tank could stop the charge of boss xar-nur(4th boss, big dumb argonian), that should be interrupted by standing in the red and blocking, but just wasn't.(fix servers)

    Now the small complaint about the symbols before last boss. In low resolution settings they are not manageable, that's a thing that should be fixed.
  • zvavi
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    Now for the pledge from 2 days ago, white gold tower. First things first, it is a great dungeon mechanic wise, although a bit to old to be challenging to the current player average damage. I especially like the portals opening during the fight with 4th boss (big flame atronach), doesn't require to move far, great mechanic, a bit anti stamina thought (like most of them).

    Now that we covered this, let's go over the bugs.
    Last boss stuck in it's lightning phase(fix servers)
    All pets dying after first boss (regardless of the pet, this one is from the time they made pets unkillable in dungeons, and has nothing to do with servers)
    Edited by zvavi on May 22, 2020 4:02AM
  • zvavi
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    Now for yesterday's pledge cradle of shadows~~~
    Ok. All those are from yesterday, and all have the servers to blame.
    Desynched attacks (one shots are fun in particular). (Fix servers)
    We had 2 people that had light teleported to the same part of the maze, leaving 1st group with 2 lights, and 2nd group with 0 lights. (Plz fix servers).
    Edited by zvavi on May 22, 2020 4:05AM
  • zvavi
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    This time I did not forget to update the thread with yesterday's pledge~ blood root forge.

    The stranglers have zombie fever, they keep spawning AoE DoTs after their deaths. Yayks.

    Adds during the 3rd boss (the stone guy~) sometimes won't come to life.
  • Eifleber
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    Last time ICP was pledge the monsters did nothing but wander around aimlessly.
    Only the standard AoE effects happened.

    Lord Warden: first time he ceased to take any damage at 20% HP so we went out to reset.
    Second try he disappeared at 30% but continued to lose hp all by himself

    Easiest ICP ever! :o

    Playing since dec 2019 | PC EU
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