The wandering world bosses are a great concept and it's really cool that ZOS would try a new feature like this, but they're just way too easy on pts right now. For a "trial-level" boss, they're really easy and just having a tank there will basically make them duo-able. It would be nice to have them be a bit more of a challenge that people actually need to group for.
The wandering world bosses are a great concept and it's really cool that ZOS would try a new feature like this, but they're just way too easy on pts right now. For a "trial-level" boss, they're really easy and just having a tank there will basically make them duo-able. It would be nice to have them be a bit more of a challenge that people actually need to group for.
Most of the bosses are more difficult during final PTS versions before an update goes live, so expect it to be more difficult during 7.2.3 or 7.2.4
I wasn't able to find a wandering boss today when I got the chance to play. I had a question: do they instantly aggro or only aggro when you attack them?
^^^ thisProbably done on purpose. if they made them more with difficulty in killing them, they would need to be made less so after a few months. When the Zone becomes sparsely populated.
I wasn't able to find a wandering boss today when I got the chance to play. I had a question: do they instantly aggro or only aggro when you attack them?
^^^ thisProbably done on purpose. if they made them more with difficulty in killing them, they would need to be made less so after a few months. When the Zone becomes sparsely populated.
Once the honeymoon wears off and the zone becomes just another place to dig up treasure maps, any overland boss that requires large groups of players would become completely useless because everyone would just avoid them.
The real solution would be to scale them according to the number of players that are engaged in combat.
Make them hard but solo-able and scale them up from there.
How many players were engaging the executioners? We had around 5 or 6 people killing them.
CyberOnEso wrote: »As a suggestion, I would think that giving them the prime meteor attack from Rockgrove would be interesting as this would add one mechanic that needs to be understood and completed. It doesn't need to require anywhere near the DPS to kill as in Rockgrove, obviously, but just to add a mechanic which has the possibility of killing people if no one attacks it.
I really don't think you need to be scared of adding world bosses that are too hard, in my opinion, it would provide a more interesting and memorable experience if they were somewhat of a challenge to kill, and killing them was an actual achievement.
CaffeinatedMayhem wrote: »CyberOnEso wrote: »As a suggestion, I would think that giving them the prime meteor attack from Rockgrove would be interesting as this would add one mechanic that needs to be understood and completed. It doesn't need to require anywhere near the DPS to kill as in Rockgrove, obviously, but just to add a mechanic which has the possibility of killing people if no one attacks it.
I really don't think you need to be scared of adding world bosses that are too hard, in my opinion, it would provide a more interesting and memorable experience if they were somewhat of a challenge to kill, and killing them was an actual achievement.
The problem with that is... the VAST majority of the game population does NOT understand mechanics at all. Gold healthbar/invulnerable? People do NOT understand this and keep wailing away on bosses that cannot be harmed, while ignoring adds to kill or other mechanics. I've rarely seen people use the Fish Barrels on Toad-Tongue camp, and they seem shocked when I tell them to focus the boss and not the durzog's. A mechanic like Prime Meteor in overland would just give complaints from a MAJORITY of players. Players who want difficult content are a MINORITY in ESO. It may not seem like it in your guilds/friends, but that is far from the entire game. And years have proven that a majority of players never get into advanced mechanics.
EDIT: More examples - I have taught people how to "see" interrupt and heavy attack line telegraphs SOO MUCH. Even among people who run dungeons and trials! Lots of people who keep slogging away at the ice boss in MA, and never get the idea that it's a SLOW burn. I've met far more people who don't use guides for anything, than people who think to google when they have trouble with something.
Overland is for EVERYONE, not just people who understand mechanics. Farmers, thieves, low level players in mismatched white armor. There's a limit to what can be done. Ever had to kill a dragon with 8 people and a group total of 40k DPS? I have, it was a PAIN
Just wanted to chime in and say, if overland doesn't give chances for people to learn these things, where are they supposed to?
CaffeinatedMayhem wrote: »Overland is for EVERYONE, not just people who understand mechanics. Farmers, thieves, low level players in mismatched white armor. There's a limit to what can be done. Ever had to kill a dragon with 8 people and a group total of 40k DPS? I have, it was a PAIN
Great feedback folks, just a couple questions...
1. How many players were engaging the executioners?
2. Was any particular executioner easier than any others?
3. How long did the fight take?
^^^ thisProbably done on purpose. if they made them more with difficulty in killing them, they would need to be made less so after a few months. When the Zone becomes sparsely populated.
Once the honeymoon wears off and the zone becomes just another place to dig up treasure maps, any overland boss that requires large groups of players would become completely useless because everyone would just avoid them.
The real solution would be to scale them according to the number of players that are engaged in combat.
Make them hard but solo-able and scale them up from there.
CaffeinatedMayhem wrote: »CyberOnEso wrote: »As a suggestion, I would think that giving them the prime meteor attack from Rockgrove would be interesting as this would add one mechanic that needs to be understood and completed. It doesn't need to require anywhere near the DPS to kill as in Rockgrove, obviously, but just to add a mechanic which has the possibility of killing people if no one attacks it.
I really don't think you need to be scared of adding world bosses that are too hard, in my opinion, it would provide a more interesting and memorable experience if they were somewhat of a challenge to kill, and killing them was an actual achievement.
The problem with that is... the VAST majority of the game population does NOT understand mechanics at all. Gold healthbar/invulnerable? People do NOT understand this and keep wailing away on bosses that cannot be harmed, while ignoring adds to kill or other mechanics. I've rarely seen people use the Fish Barrels on Toad-Tongue camp, and they seem shocked when I tell them to focus the boss and not the durzog's. A mechanic like Prime Meteor in overland would just give complaints from a MAJORITY of players. Players who want difficult content are a MINORITY in ESO. It may not seem like it in your guilds/friends, but that is far from the entire game. And years have proven that a majority of players never get into advanced mechanics.
EDIT: More examples - I have taught people how to "see" interrupt and heavy attack line telegraphs SOO MUCH. Even among people who run dungeons and trials! Lots of people who keep slogging away at the ice boss in MA, and never get the idea that it's a SLOW burn. I've met far more people who don't use guides for anything, than people who think to google when they have trouble with something.
Overland is for EVERYONE, not just people who understand mechanics. Farmers, thieves, low level players in mismatched white armor. There's a limit to what can be done. Ever had to kill a dragon with 8 people and a group total of 40k DPS? I have, it was a PAIN
Great feedback folks, just a couple questions...
1. How many players were engaging the executioners?
2. Was any particular executioner easier than any others?
3. How long did the fight take?
Paha_Vaatturi wrote: »Great feedback folks, just a couple questions...
1. How many players were engaging the executioners?
2. Was any particular executioner easier than any others?
3. How long did the fight take?
As a data engineer, I am surprised you can’t see this from the data produced by the players; especially the steps 1 and 3.
CaffeinatedMayhem wrote: »On Topic: I tried solo tanking axe-dragging overland boss. His fire DoT takes me down in the same time as the ones in vRG. No healer or special gear, just taunted to see what would happen. So, I wouldn't say they are "too easy" unless you're in a group.