I loved it.Did you enjoy this new dungeon?
It's probably the hardest dungeon I've completed on HM.How did the difficulty compare to existing dungeons on Normal and Veteran versions?
No. Well, yes, but no. Yes, it's a good concept. But no, for this particular dungeon, I didn't like this format and I think it was poorly done. I'll elaborate below.This dungeon introduces a Hard Mode for each of the 3 bosses. Did you like this new format?
Boss 1:Do you have any other general feedback?
GrumpyKlam wrote: »
[*] STOP INCORPORATING GIMMICKS IN BOSS FIGHT, it is tedious! I will probably do the achievements and never go back in there like for Frostvault because I hate the damn mouse phase. While they can be fun mini games, it gets annoying to have to do them over and over again. Those gimmick should be a mini game out on there own, like the deer hunt in March of Sacrifice. I want to play my character, not learn how to play a dwemer mouse or a werewolf behemoth.
I would not characterize the skeevaton or werewolf phases are "gimmicks". I strongly disliked the stealth mechanic for the Indrik hunts in March of Sacrifices, since there was nothing interesting in those mechanics. They were just "avoid AoEs while crouching".GrumpyKlam wrote: »STOP INCORPORATING GIMMICKS IN BOSS FIGHT, it is tedious! I will probably do the achievements and never go back in there like for Frostvault because I hate the damn mouse phase. While they can be fun mini games, it gets annoying to have to do them over and over again. Those gimmick should be a mini game out on there own, like the deer hunt in March of Sacrifice. I want to play my character, not learn how to play a dwemer mouse or a werewolf behemoth.
Since the 25-minute speed-run has been a point of contention since week 1, we did a number of runs during the 4th week of PTS to test the viability of this 25-minute limit.Czekoludek wrote: »25 minutes seems to be too short.
First, a bug report: We've had a number of cases where someone's skill bar completely locks up during werewolf phase. Where every skill becomes permanently grayed out and they are unable to do anything. Unfortunately, I don't have a video of this, since it's never happened to me personally, but it has happened to everyone else.
We never saw this problem during the first week of PTS (where we had spent more time). Only during weeks 3 and 4, so I suspect that this is a side effect to the removal of the cast times (perhaps the cast times had served a protective purpose to guard against skills glitching out?).I would not characterize the skeevaton or werewolf phases are "gimmicks". I strongly disliked the stealth mechanic for the Indrik hunts in March of Sacrifices, since there was nothing interesting in those mechanics. They were just "avoid AoEs while crouching".GrumpyKlam wrote: »STOP INCORPORATING GIMMICKS IN BOSS FIGHT, it is tedious! I will probably do the achievements and never go back in there like for Frostvault because I hate the damn mouse phase. While they can be fun mini games, it gets annoying to have to do them over and over again. Those gimmick should be a mini game out on there own, like the deer hunt in March of Sacrifice. I want to play my character, not learn how to play a dwemer mouse or a werewolf behemoth.
In contrast, the skeevaton and werewolf phases, at least in HM, are rich and interesting. Just "playing one's character" is boring--doing a damage rotation on Arkasis is no different than doing a damage rotation on any other boss. Oh yay, there's some different scenery here. *Yawn*
What these special phases do is add interesting mechanics that are otherwise not possible to implement. With the skeevaton phase in HM, there is a kind of enforced teamwork--where support skeevatons are needed to help get assault skeevatons past hazards and the latter are needed to protect the former from spiders--that you can't really get any other way. Or with the werewolf phase, they are able to implement a Refabrication Committee-style taunt swap mechanic that would never have been possible in 4-person content otherwise.
I would call the Indrik hunts "gimmicks" because they don't offer anything interesting. These are not, because while they may seem gimmicky on the surface, they make it possible to design interesting, unique mechanics that require a level of teamwork in a way that you cannot have any other way (in HM, at least; this argument doesn't work as well in the neutered difficulties).
In short, I think both the skeevaton and werewolf phases (at least in HM) are brilliant.