hcbigdogdoghc wrote: »Especially some....unnecessary nerfs like being able to dodge lasers and nerfing the behemoth in mhk 4th boss which makes mechanics and strategies completely irrelevant.
codierussell wrote: »Changes like these help lower skilled players and for others like myself the change doesn't make things any easier, it was already a 15 second fight with no mechanics.
hcbigdogdoghc wrote: »Don't have the pts so never tested the nerfed versions. From what I've read in the patch notes they seems to be butchered completely and are basically imperial city dungeon tier now.
Especially some....unnecessary nerfs like being able to dodge lasers and nerfing the behemoth in mhk 4th boss which makes mechanics and strategies completely irrelevant.
How are these 2 dungeons in the pts?
honey_badger82 wrote: »For instance vFalkreath HM has almost no room for error. You get like a millisecond warning when he is about to shout and if you see that warning the moment it pops up and are in the middle of the room your dead. If you hide behind more than one pillar as a group and are not among the 2% of players who can burn fast enough to avoid multiple rounds of this mechanic then you will run out of pillars and fail over and over.
honey_badger82 wrote: »
Don't get me wrong though, I am a big proponent for toning down some of the vet HM mechanics; there does need to be room for error. For instance vFalkreath HM has almost no room for error. You get like a millisecond warning when he is about to shout and if you see that warning the moment it pops up and are in the middle of the room your dead. If you hide behind more than one pillar as a group and are not among the 2% of players who can burn fast enough to avoid multiple rounds of this mechanic then you will run out of pillars and fail over and over.
honey_badger82 wrote: »For instance vFalkreath HM has almost no room for error. You get like a millisecond warning when he is about to shout and if you see that warning the moment it pops up and are in the middle of the room your dead. If you hide behind more than one pillar as a group and are not among the 2% of players who can burn fast enough to avoid multiple rounds of this mechanic then you will run out of pillars and fail over and over.
He always shouts at the same Health %. So essentially you just move before he even begins his shout and you will always live. I can't recall since its been awhile but I think the first is 70% <Usually a group can push this while you are on outside ring>. So at 75% begin to move towards the designated pillar <Choose one and go around in order>.
Typically the only "BS" thing about this <And any other AoE in game> is the server vs visual indicator for your character. Stuff like dodge rolling doesn't exactly work until you have finished and even sprinting is delayed slightly.
Also HM or not its the same mechanic. HM adds the shield and -2 pillars.
hcbigdogdoghc wrote: »Don't have the pts so never tested the nerfed versions. From what I've read in the patch notes they seems to be butchered completely and are basically imperial city dungeon tier now.
Especially some....unnecessary nerfs like being able to dodge lasers and nerfing the behemoth in mhk 4th boss which makes mechanics and strategies completely irrelevant.
How are these 2 dungeons in the pts?
I guess some nerfing was needed because majority of pugs struggle in those dungeons. But the went overboard imo. Laser boss in frostvault is a real pug killer but joke on pts. Adds being chainable is already enough but you can also roll dodge lasers and that makes the whole boss fight mechanic pointless, just another parse boss now.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
ssewallb14_ESO wrote: »The Vault Protector nerf was a bad move IMO, it makes the main mechanic nearly irrelevant.
A better option would've been to nerf the add health and possibly some of the high damage effects (exploding balls, empowered spheres, cleave with no telegraph).
In my experience (and I do a lot of DLC pugs), pugs can learn fight mechanics if you're patient and teach them. What they struggle with is fight mechanics while also under pressure from aoe, incoming damage, and mini dps/heal checks. The best way to make it "easier" without totally ruining the fight mechanically is to lower the amount of things needed to focus on so they can pay more attention to the main mechanics.
honey_badger82 wrote: »I was being dramatic, I know its longer than a millisecond but my point is if you roll dodge wrong way like instead of backwards toward the pillar and instead you go to the middle there is no time to correct the error. And trying to heal and pay attention to health bars as well as teamate locations and with the the screen fx going on it's pretty easy to miss the warning.
And retrospectively that dungeon seemed like s walk in the park compared to the 2nd to last boss fight in lair of marselok but I am sure there are those here who think that's easy as well. Miss 1 block on a fuss ro dah when half the arena is on fire, stranglers are spitting poison for like 7k+ damage and your pretty much done.
I love some of the newer dungeons, especially stuff like the newer HM's, but there is a couple that just need toned down. One shots should never ever be subject to "Its bugged, guess I died to a one shot with no way to dodge because X patch had an issue", or the feeling of mechanic fat. Stuff like the triple animals is such a good encounter because it lacks the huge amounts of fat.
codierussell wrote: »
I love some of the newer dungeons, especially stuff like the newer HM's, but there is a couple that just need toned down. One shots should never ever be subject to "Its bugged, guess I died to a one shot with no way to dodge because X patch had an issue", or the feeling of mechanic fat. Stuff like the triple animals is such a good encounter because it lacks the huge amounts of fat.
I have to say one shot mechanics are the laziest thing in PVE design. With all the talk about how healers are useless in dungeons on shot mechanics or massive incoming damage that should be dodged is not the way to value healers. I always say the way to make healers needed is one of two things, first is through high unavoidable dot damage. Stone garden hard mode is a perfect example of this, it can be done without a healer but honestly you need a bad ass tank for that. The second is through healing debuff mechanics like in sunspire on Navintaas.
hcbigdogdoghc wrote: »Don't have the pts so never tested the nerfed versions. From what I've read in the patch notes they seems to be butchered completely and are basically imperial city dungeon tier now.
Especially some....unnecessary nerfs like being able to dodge lasers and nerfing the behemoth in mhk 4th boss which makes mechanics and strategies completely irrelevant.
How are these 2 dungeons in the pts?
I guess some nerfing was needed because majority of pugs struggle in those dungeons. But the went overboard imo. Laser boss in frostvault is a real pug killer but joke on pts. Adds being chainable is already enough but you can also roll dodge lasers and that makes the whole boss fight mechanic pointless, just another parse boss now.
Considering how frequently I've had groups wipe on the lasers simply because the shield mechanic bugged out and killed everyone on the other side, I'm glad they added an alternative method to avoid them. Magicka characters will likely still rely on the shield to save stam but everyone will have an opportunity to make corrections if they find themselves between a laser and a wall.