ZOS_GinaBruno wrote: »This is the official feedback thread for Shipwright’s Regret. 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 Shipwright’s Regret. 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)?
ZOS_GinaBruno wrote: »This is the official feedback thread for Shipwright’s Regret. 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 spending more time in Shipwright's Regret and clearing HM, I think I've mellowed a bit in my views about this dungeon.
Boss 1:
I like this boss and think it's fine. It's actually kinda easy, once you've done it a couple of times, and that's mostly a reflection of how the difficulty of this boss is mechanics-based. That having been said, there is a bit of a learning curve, and it is definitely the hardest first boss HM we've seen to date.
Boss 2:
I suppose this boss isn't that bad. It feels a bit less chaotic once you've done it a bit. But again, it has a learning curve and is more complicated than any previous dungeon's second boss HM.
Boss 3:
We finally cleared this boss, after I decided to stack health on my tank. I race-changed from Breton to Imperial, reallocated attribute points, and changed my gear, so that I had 57.4K health on the final boss (this is after the 10% health buff from the optional side boss; in previous attempts, I had 46.7K health with the buff). And amazingly, it helps when the tank is not getting 1-shot by bar-swapping light attacks!
We cleared, and all it took was stacking 10K more health on the tank.
That having been said, I absolutely hate that this was the solution. Light attacks should not be doing anywhere close to that amount of damage, and this needs to be adjusted before it goes live.
https://youtu.be/gTNj6bpT6FA
ZOS_GinaBruno wrote: »This is the official feedback thread for Shipwright’s Regret. Specific feedback that the team is looking for includes the following:
- Did you enjoy this new dungeon?
I think the new dungeons both are amazing and so fun to do.- How did the difficulty compare to existing dungeons on Normal and Veteran versions?
The difficulty is just right. It actually feels like hard mode when you activate the banners and doesn't feel like a walk in the park compared to other dungeons.- Did you complete Normal or Veteran (or both)?
I completed both on hard mode without any secret buffs from special side bosses.- Which was your favorite boss in this dungeon, and why?
My favorite is the first boss. Having a bomb mechanic where only 2 can be in the circle plus having a mechanic that can nuke the group if they touch it really makes players have to pay attention to mechanics.- What level and build was the character you used?
I did them on my main character which is a magicka nightblade at 1913 cp- Did you happen to notice or find anything interesting? Just curious…
The mechanics are amazing and so well done i had so much fun doing hard mechanics for once in a dungeon ( coming form someone who's done every 4man trifecta 5+ times)- Do you have any other general feedback?
Shipwright Regret needs to be fixed it seems to be causing groups to crash hard from the server and makes progressing and testing this content rather difficult. I've experienced this on the first and second bosses and have known of others experiencing this on the final boss as well.
My point of comparison is with how previous dungeons felt during their first week on PTS. And I doubt you'll find anyone who will say that earlier dungeons weren't easier. So to say that these dungeons are fine difficulty-wise is to say that the previous dungeon HMs were too easy. And I could see an argument there: as I noted, all of the previous first boss HMs were just formalities. But then again, maybe the whole point of a first boss is to be such a formality?The dungeons are by no means to hard.
On our clear of Shipwright, we had no deaths on the first boss, two on the second boss (we had someone new with us who didn't know where to stand for the cone mechanic), and three on the last boss (avoidable minor mishaps). If Shipwright were to go live as-is, we could probably get the trifecta on the first day.Vet hardmode is supposed to be turned up to 11 other wise there’s no point in calling it hardmode.
My point of comparison is with how previous dungeons felt during their first week on PTS. And I doubt you'll find anyone who will say that earlier dungeons weren't easier. So to say that these dungeons are fine difficulty-wise is to say that the previous dungeon HMs were too easy. And I could see an argument there: as I noted, all of the previous first boss HMs were just formalities. But then again, maybe the whole point of a first boss is to be such a formality?The dungeons are by no means to hard.On our clear of Shipwright, we had no deaths on the first boss, two on the second boss (we had someone new with us who didn't know where to stand for the cone mechanic), and three on the last boss (avoidable minor mishaps). If Shipwright were to go live as-is, we could probably get the trifecta on the first day.Vet hardmode is supposed to be turned up to 11 other wise there’s no point in calling it hardmode.
And I've gotten the previous four dungeon trifectas on the first day of their live release. Were they easy? Yes. But I think that's fine. I absolutely do not think that it's a good idea to balance hard mode clears for the kind of player who goes for serial trifectas, because that will exclude too many people. It was a bad idea for Rockgrove, and it's a bad idea here. It's why I go into these PTS feedback threads asking myself, "What would it be like to coach a couple of decent (but not endgame) players through this content?"
Yes, it was really interesting. Nice design, theme, and interesting mechanics overall.ZOS_GinaBruno wrote: »
- Did you enjoy this new dungeon?
I'm honestly unsure where I would place this in terms of difficulty. Second boss seems like it's the hardest overall. Survivability on last boss was fine, but I'm not a fan of it being a perma-block fight where light attacks do 50k+ damage. I could probably stack health, but that wasn't actually an issue.ZOS_GinaBruno wrote: »
- How did the difficulty compare to existing dungeons on Normal and Veteran versions?
Veteran hard mode.ZOS_GinaBruno wrote: »
- Did you complete Normal or Veteran (or both)?
I think second boss was the most interesting because it took us the longest to work out. First boss is probably the favourite, though. Having everyone dodge AoEs and coordinate Soul Bomb in execute was a fun challenge.ZOS_GinaBruno wrote: »
- Which was your favorite boss in this dungeon, and why?
Max CP template, Nord DK tank. Used same stats as on Live, but went with Turning Tide (just to try it out), Olorime, and Magma Incarnate.ZOS_GinaBruno wrote: »
- What level and build was the character you used?
None of the secrets were particularly "secret" when you have a ghost that (literally) points you in the direction of a trapdoor. However, the fights were interesting and the stories were interesting. I don't know if you're actually going for "secret" bosses rather than simply "optional" bosses. If they're supposed to be secret, something similar to Black Drake Villa or Unhallowed Grave would be better. If simply optional, they're fine.ZOS_GinaBruno wrote: »
- Did you happen to notice or find anything interesting? Just curious…
I think the only other more general feedback I have for this is... if you're going to insist on having health scaling DoTs, please get rid of the 50k light attacks (and that assumes you are not Drenched) from bosses in the same dungeons. If the idea is to have tanks be health stacking meat shields, then reduce the scaling on the DoT for second boss.ZOS_GinaBruno wrote: »
- Do you have any other general feedback?
For the final boss, I agree. The problem with the final boss of Shipwright is that there aren't really any mechanics to do. The biggest struggle is to keep the tank alive. I was stubborn and refused to add more health and instead tried to be careful about when to drop block, but it's just too easy to slip up, and things just unravel when the tank dies.I think this is definitely easier than Stone Garden in the first week of PTS.
Health wasn't nearly that much of an issue for me. I deliberately lowered it for second boss, which is why I'm not a fan of saying "Hey, we have 50k light attacks that you need to perma-block" so people go high health, but then they have undodgeable health scaling DoTs. Pick one or the other, in my opinion.But once I finally relented and went with more health, surviving became much easier, and consequently, the fight became easier. We cleared on the second pull after I gave up on trying to do it with 46K. There just isn't anything mechanically challenging about the last boss.I think this is definitely easier than Stone Garden in the first week of PTS.
And looking back, I think a lot of my frustration with this dungeon (which I had strongly expressed earlier in this thread) is the result of me being stubborn about the health, and once I got past that, it is not nearly as bad as my first impression.
And this is also my kind of thought process and how I see others looking at it. You either want people to be health stacking tanks or you want them to be low health so they can mitigate the DoT. I'm not buying attribute respec scrolls mid-dungeon.Shipwright's incoming damage is... just designed force the tank to run at least 50K health?
Also, in addition to the feedback above, I'd like to make mention that most if not all of the death recap hints are generic "Try using potions if you're low on health," and "When faced with multiple enemies, try using petrify [blah blah] to even the odds." Very unhelpful. Applies to both dungeons.
Soaked shows as a character status effect anyway (I showed an image above in the spoiler tag, along with Drenched), so even if it didn't show a death recap hint it wouldn't be the worst. I recall seeing a death recap hint for Maligalig and we (the group) enabled the in-game buff tracker to see how many stacks we had. As tank, I would drop back into the water at 6-7 and the group would follow at 7-8, allowing me time to get the mobs taunted on the next platform. This hint was useful in figuring out the mechanic. If I recall, the Slaughterfish was a generic slaughterfish recap (which you can see in the overworld).
- Lightning damage during Maligalig's whirlpool phase
- Varallion's Sea Orb
- The slaughterfish on Varallion (lol)
- Soaked stacks on Numirril
I suggested to my group when we did this that the retaliation was likely some sort of reflect, but we didn't really figure out what sort of reflect (e.g. only direct damage, DoTs, AoE, all damage?), so we just waited it out.
- The bulwark's reflect mechanic (I appreciate there is a mini-boss tutorial just before Sarydil to show the player what it is, but it still took some time to work out, especially with how it currently operates)
Mind Sever and Mind Link didn't have one, and honestly seemed a little weird (should be posted in the other topic, but haven't gotten around to this yet). I understand the mechanic as when one person dies, both die, or if it gets severed by someone else stepping into the beam all three people will die. But a couple times someone would die to seemingly nothing (despite not severing the link and not dying to anything but Mind Sever) and then we'd have a discussion about how the mechanic works again. We turned on the in-game buff tracker for the first boss and worked out that it's a 25 second DoT/debuff. We also weren't sure if it's entirely random as I got this link with someone (usually the next closest person to me) as the tank a lot. In the end, we simply made the assumption that Mind Sever kills you if you drop below a certain threshold.
- Varallion's Mind Link and Mind Sever
So I think that the confusing thing here is that Mind Sever will always appear on the death recaps for both players, regardless of how the link was broken.But a couple times someone would die to seemingly nothing (despite not severing the link and not dying to anything but Mind Sever).
I tried that, and Advanced Death Recap. Some of the deaths just don't seem to have an answer. Here's one from logs, for example.Using LGM to look at the healing and damage that each player took prior to an unexpected Sever, I don't recall ever encountering an idiopathic Sever--I think we were able to explain each one to our satisfaction.
(Yea, yea, I know, this probably should be in the other thread. Oh well.)
Having done this dungeon again with the hard modes, I wanted to update the feedback from my previous post. We decided to do this dungeon without bothering with the side boss buffs.
First boss went fine. I honestly don't think there's anything to touch here. First boss can occasionally do a Soul Ball at the start of the fight despite doing light attack + taunt. Similar can happen when Foreman Braddigan re-enters combat after a Colossus phase. A small grace period where the tank can retaunt would be nice, but not needed.
Second boss. The hard DPS check on killing the dogs is interesting, but there were times when it just didn't go in our favour. Outside of the dog phase, the boss dropping the circles and gaining immunity seemed weird. Despite being well out of a circle, it would still be immune. Might be PTS or desync or maybe the immunity is just timed? But overall the fight isn't difficult. How we did this fight was to keep DDs in the middle, safe from the circling AoEs, and as tank I would kite/bait the blue circles in a line in front of them. This meant HoTs were always where they needed to be and DDs had to use as little brainpower as possible. When phase started, I would simply call "phase," and we would split tank+DD exit and healer+DD going to entrance.
Side note: Pay as little attention to the lurcher as possible, as one spawns almost immediately after the first. If you want people to kill this, then ideally have some sort of cooldown on when the next can spawn or perhaps ramping damage on the bramble (rather than health scaling), otherwise it's easier to simply focus main boss. It's just a tank-healer heavy fight with a DPS check. The lower your overall health is, the easier this fight becomes as a tank; which was double served by not doing side bosses for buffs.
Last boss. This time, since we had no side boss buffs for things like health, I was down quite a bit from 43k-ish front bar and 41k back bar to 37k front bar. The fight is, in my opinion, doable even with this little health as long as block is kept up. As previously stated, I decided I would go with a block cost enchantment. This helped massively throughout the fight. Healer gave a little bit more attention and sustain was not an issue at all. However, I dodged certain things like incoming waves or Spouts and instantly got hit by his light attack coming out of dodge. Going to assume PTS lag here. Again, though, not a big fan of perma-block fights. Blocking and dodging should be for heavy attacks. 50k light attacks are absurd, also considering they happen so frequently. Optionally, healer could run Guard. Though there's a lot going on in the fight with hulks later which makes running Guard not feasible.
themaddaedra wrote: »I believe people have given some legit feedback regarding pacing and mechanics up above. Tho there is one thing i want to point out: What's with the trend of bosses telling us about the mechanics? That's quite lame and kinda ruins immersion. Like Foreman Bradiggan saying: Stick together you fools, this is a team effort! Why is the boss telling people how to deal with his mechanics? That trend's been going on with DLC dungeons recently, and i'd like to see it dropped at some point.
Not sure if that can be applied to Ascending Tide after this point, as i don't know the production details with voice acting and whatsoever. But at least in the future, i'd be very happy if i wasn't feeling like being spoon-fed by the bosses in dungeons.
I would also like to say that tho, lines in general look a lot better in Ascending Tide compared to previous few dungeon DLC.I still have PTSD from Arkasis the Mad Alchemist saying i love combustion ha ha ha.
themaddaedra wrote: »I believe people have given some legit feedback regarding pacing and mechanics up above. Tho there is one thing i want to point out: What's with the trend of bosses telling us about the mechanics? That's quite lame and kinda ruins immersion. Like Foreman Bradiggan saying: Stick together you fools, this is a team effort! Why is the boss telling people how to deal with his mechanics? That trend's been going on with DLC dungeons recently, and i'd like to see it dropped at some point.
Not sure if that can be applied to Ascending Tide after this point, as i don't know the production details with voice acting and whatsoever. But at least in the future, i'd be very happy if i wasn't feeling like being spoon-fed by the bosses in dungeons.
I would also like to say that tho, lines in general look a lot better in Ascending Tide compared to previous few dungeon DLC.I still have PTSD from Arkasis the Mad Alchemist saying i love combustion ha ha ha.
I actually appreciate the bosses sharing some information via their voice lines, as sometimes their mechanics can become visually obscured, and it's nice to have an audio cue so I don't have to be always watching the boss and/or their surrounding area. Especially on a fight like Numirril for example, where he can swarm the arena in moments with big AoEs, it's nice to be able to go "Oh, he said bile, that means he's doing the big bile attack." This isn't always the case though, for example with Maligalig and Nazaray, who don't speak at all.
I also feel that even with this information we can still interpret the mechanics wrong at first - Varallion's mind link for example, he says "You are tethered to the same fate!" and we initially assumed it would behave like Gamyne Bendu, the complete opposite of what we were supposed to be doing.
All in all, even if the voice lines might be too frequent, they at least do it in a fun way that really adds to the characters of the bosses. Like you said, Arkasis was legendary.
It's really only relevant for teaching someone the first time they encounter the mechanic; once you know what to do, you kind of tune the boss out.themaddaedra wrote: »I don't even remotely think they are being done in a fun way tbh, i think it's just bad writing. I am not opposing the idea of having visual and/or vocal clues to whatever mechanic is coming, but it shouldn't be the boss straight up saying stick together you fools! It's just lame imo.