ZOS_GinaBruno wrote: »This is the official feedback thread for Coral Aerie. Specific feedback that the team is looking for includes the following:
- Did you enjoy this new dungeon?
- How did the difficulty compare to existing dungeons on Normal and Veteran versions?
- Did you complete Normal or Veteran (or both)?
- Which was your favorite boss in this dungeon, and why?
- What level and build was the character you used?
- Did you happen to notice or find anything interesting? Just curious…
- Do you have any other general feedback?
ZOS_GinaBruno wrote: »This is the official feedback thread for Coral Aerie. Specific feedback that the team is looking for includes the following:
- Did you enjoy this new dungeon?
- How did the difficulty compare to existing dungeons on Normal and Veteran versions?
- Did you complete Normal or Veteran (or both)?
- Which was your favorite boss in this dungeon, and why?
- What level and build was the character you used?
- Did you happen to notice or find anything interesting? Just curious…
- Do you have any other general feedback?
ZOS_GinaBruno wrote: »This is the official feedback thread for Coral Aerie. Specific feedback that the team is looking for includes the following:
- Did you enjoy this new dungeon?
- How did the difficulty compare to existing dungeons on Normal and Veteran versions?
- Did you complete Normal or Veteran (or both)?
- Which was your favorite boss in this dungeon, and why?
- What level and build was the character you used?
- Did you happen to notice or find anything interesting? Just curious…
- Do you have any other general feedback?
No.Did you enjoy this new dungeon?
Vet HM of both of the new dungeons make the vet HM of every existing dungeon feel like a leisurely stroll through the park.How did the difficulty compare to existing dungeons on Normal and Veteran versions?
Cleared first two bosses on vet HM, attempted the final boss HM before finally giving up and clearing the final boss on vet non-HM.Did you complete Normal or Veteran (or both)?
We discovered that she does in fact behave like King Narilmor, but only on her second voice line, while she's already throwing her knives. It would be really useful for her to tease her location on her first voice line, to give us more time to be able to mitigate the damage from the mechanic. On top of this, she reforms from all of her shades very quickly, meaning that if anyone had manually bashed her out of her mechanic, they'd more than likely get shanked by her before the tank could taunt her. Some sort of stun effect could be good here - think of the mental stress of reforming from all of her shades!
- Sarydil's split mechanic has her taunting the player with an echo-ey whisper while we try and locate the real Sarydil amongst her shades. Initially I assumed this was similar to the King Narilmor encounter from Depths of Malatar, in that once he's split you can track his voice to his location. However, I soon discovered that Sarydil's dis-embodied voice simply emanates from her starting perch and provides no help in locating her. This could be a cool change to mitigate that phase.
So apparently there's an achievement for not breaking any of the pillars. Fun! Still prefer my previous idea.
- Sarydil will occasionally do a big firey AoE attack that visibly destroys the pillars that are closest to her. ... and that's it? Nothing really seemed to happen once all of the pillars were destroyed - was this intended? I had thought that maybe if you could bait her into destroying all of the pillars, the platform where her archer buddies were stood would crumble, and remove them from the fight. This again would be great to mitigate the sheer amount of damage during this encounter.
Hoo boy, okay. So, when he raises his shield, he will reflect all damage that you're doing to him back at you in the aforementioned triple-burst. One pain point we discovered on the second run through is that if you run out of stamina to block it, it knocks you back, and usually into a handy knife-mine that Sarydil has thrown behind you. Also, his reflect seems to proc off of DoTs that had been placed before he puts the shield up, in addition to damage after the shield has been raised. This might just result in one burst being thrown at you, but any damage done once his shield is up - even something like a bash attack - will cause the triple-burst to fire. As a triple-burst removes about 18k stamina (my full stamina bar as a magicka DD), this seems a bit much - on top of the fact that his shield is up for about half the duration that he's on the field. And he has loads of health! Please balance him.
- I still don't know what the big Khajiit's deal is. He puts up his shield and channels a lot of red energy into it, and then fires a triple-burst at you, which is mitigated by a shield and a heal no problem. But what causes it? Can we stop him from doing it? Is it a reflect mechanic where you have to stop damaging him? Still no idea. Also, the Khajiit again has way too much health, just like Nazaray's Lurcher.
Having now cleared Hard Mode, I can definitely say that execute is still the pain point of this encounter, and simply removing one or two of the mechanics from it would improve the experience drastically.With the amount of mechanics present here, the first thought would be "Oh, let's just burn the boss as best we can - the longer we have to deal with these mechanics, the more likely we're gonna die to mechanical overlap!". But no, you can't do that, because you have to slog through an 8 million health gryphon first. It's just too much! Similar to my thoughts on Nazaray, you need to pick a lane - either focus on area denial, or focus on killing a big enemy. Both is way too much.
Hard Mode ... just added 4 million health? It didn't really seem to increase the damage, or add any new mechanics. A bit of a surprise, but honestly a welcome one after the gruelling Varallion Hard Mode encounter.I preferred the secrets in this dungeon, and I liked the Black Drake Villa-esque secret final boss. The damage resist buff from the Sload tentacle is really nice and helped me out a bunch. We didn't try the Z'Baza fight on Hard Mode, as we cleared Varallion on regular Veteran, but the Veteran version of the fight at least wasn't too bad. I expect the Hard Mode version is much worse if Black Drake Villa's Sentinel Aksalaz is anything to go by.
ZOS_GinaBruno wrote: »This is the official feedback thread for Coral Aerie. Specific feedback that the team is looking for includes the following:
- Did you enjoy this new dungeon?
- How did the difficulty compare to existing dungeons on Normal and Veteran versions?
- Did you complete Normal or Veteran (or both)?
- Which was your favorite boss in this dungeon, and why?
- What level and build was the character you used?
- Did you happen to notice or find anything interesting? Just curious…
- Do you have any other general feedback?
ZOS_GinaBruno wrote: »This is the official feedback thread for Coral Aerie. Specific feedback that the team is looking for includes the following:
- Did you enjoy this new dungeon?
- How did the difficulty compare to existing dungeons on Normal and Veteran versions?
- Did you complete Normal or Veteran (or both)?
- Which was your favorite boss in this dungeon, and why?
- What level and build was the character you used?
- Did you happen to notice or find anything interesting? Just curious…
- Do you have any other general feedback?
KyleTheYounger wrote: »After completing the Prologue quest, I can't start the DLC nvm this new dungeon. How do you begin/start either of these. The store picture is greyed out indicating the DLC was purchased. But no quest event triggers or map markers etc. show up in quest log or on map after the prologue ends?
KyleTheYounger wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for Coral Aerie. Specific feedback that the team is looking for includes the following:
- Did you enjoy this new dungeon?
- How did the difficulty compare to existing dungeons on Normal and Veteran versions?
- Did you complete Normal or Veteran (or both)?
- Which was your favorite boss in this dungeon, and why?
- What level and build was the character you used?
- Did you happen to notice or find anything interesting? Just curious…
- Do you have any other general feedback?
After completing the Prologue quest, I can't start the DLC nvm this new dungeon. How do you begin/start either of these. The store picture is greyed out indicating the DLC was purchased. But no quest event triggers or map markers etc. show up in quest log or on map after the prologue ends?
WhiteCoatSyndrome wrote: »KyleTheYounger wrote: »After completing the Prologue quest, I can't start the DLC nvm this new dungeon. How do you begin/start either of these. The store picture is greyed out indicating the DLC was purchased. But no quest event triggers or map markers etc. show up in quest log or on map after the prologue ends?
@KyleTheYounger If you’re talking about the High Isle zone, that’s not out yet, that’s the Q2 expansion. This quarter is just the prologue and the two dungeons.
Yes, I thoroughly enjoyed it.ZOS_GinaBruno wrote: »
- Did you enjoy this new dungeon?
The overall difficulty I think was similar to some other DLC dungeons. The difference in difficult here comes largely from mechanics, which I really like. First boss especially.ZOS_GinaBruno wrote: »
- How did the difficulty compare to existing dungeons on Normal and Veteran versions?
Veteran and veteran hard mode.ZOS_GinaBruno wrote: »
- Did you complete Normal or Veteran (or both)?
It's hard to pick one favourite, first boss and last are closely tied. I'll say the first boss because overall it has less visual clutter going on. The Whirlpool mechanic was really something and timing how long you'd be on the platforms was interesting and not just a rehash on a previously used mechanic. I hope we get more mechanics like this.ZOS_GinaBruno wrote: »
- Which was your favorite boss in this dungeon, and why?
Max CP template. Nord DK tank. Turning Tide + Olorime + Magma Incarnate.ZOS_GinaBruno wrote: »
- What level and build was the character you used?
We cleared side bosses. On one side boss there are AoEs around the arena with gaps in two places. I think you missed an opportunity here to add in a knockback of some sort which would punt players into the AoEs if they weren't standing in the right spot to get knocked into one of those gaps. The gaps are largely meaningless as the centre remains clear.ZOS_GinaBruno wrote: »
- Did you happen to notice or find anything interesting? Just curious…
As posted in the other dungeon feedback topic, Mind Sever seemingly detonates players a random. We've limited our incoming damage, but there still seems to be some random detonations which makes it a coin toss as to whether you'll die with this tether or not. Please see post here. It's also somewhat difficult to tell where the large lightning AoE is when you get vaious other AoEs overlapping. As said in a previous paragraph, there's a lot of visual clutter going on in this fight (but overall I liked the fight and the fact that you can't just pick a spot and stack and burn).ZOS_GinaBruno wrote: »
- Do you have any other general feedback?
CyberOnEso wrote: »I love the fact that the mini wayshrines at the start of these dungeons are interactable, when previously they haven't been.
I hope we see this going forward and possible ported back into previous dungeons?
Couldn't agree more, especially when you get other AoEs like the Tidal line AoEs overlapping. Can't see anything.MyNameIsElias wrote: »Hell, even for non colorblind people like myself it was difficult to spot.
This is one of the shorest DLC dungeons they have introduced. There are only 3 required bosses and not too long trash sections.This dungeon is far too long... I don't have hours to spend in 1 dungeon.