MirandaSharp wrote: »That being said, I would support removing a lot of the one-shot deaths from DLC dungeons. I think they go overboard with them - especially considering all of the visual obstructions this game has. I think these are more frustrating than challenging and a cheesy way to try and make your content difficult.
I don't know. Those one-shot kills do force us to learn the mechanics.. That's why the normal vet dungeons are so easy, it's just (slightly)harder hitting bosses with more health really. On the other hand they should group the DLCs as different from the normals at least on vet.
Oh, yes! I hate it when there are fire breathing deadroths obscuring my view of the boss and BAM! I'm dead! No clue, but I guess the boss did a heavy attack that I couldn't possibly see with the deadroths breathing fire all over him. Tank annoyance #1, at least for me.But I am against having instant death lurking behind every obscured animation.
Having the group die from a one shot because they didn't properly execute a "mechanic" is one thing.
Because some people were never into puzzle/adventure games. DLC dungeons are too long, too tedious, and too filled with ridiculous “mechanics” that some people are not interested in. Having one such puzzle or unique fight design in a final boss is one thing, but an entire experience of it is just not some people’s idea of fun. Random group or not.
Grandchamp1989 wrote: »I see this every new dungeon they put more and more pressure on the tanks while every other role is a breeze compared to the hell the tanks has to endure and juggle.
MirandaSharp wrote: »Having the group die from a one shot because they didn't properly execute a "mechanic" is one thing.
I think it's actually "THE" thing separating the normal dungeons from the DLC dungeons. The normal dungeons you can do on vet without knowing any mechanics! The DLC ones, even on normal, you need to know the mechanics. On vet they're just really unforgiving.