What's ZOS to do when some of the community say overland content is too easy and some say it's too hard?
Don't get me wrong, this boss isn't really hard but the randomness of how totems work is. Sometimes he places his totems and immediately starts healing other times you have like 30 seconds to kill each totem before he tries to heal.
WhiteCoatSyndrome wrote: »Don't get me wrong, this boss isn't really hard but the randomness of how totems work is. Sometimes he places his totems and immediately starts healing other times you have like 30 seconds to kill each totem before he tries to heal.
I don’t think it’s random, I think it’s based on how much health the boss himself has. When his HP is high, they do damage, when it’s low they heal him until it gets high again and then they switch back to damage.
RisenEclipse wrote: »Honestly, ESO has such a problem with balancing. You have the stupidly easy overland content like dolmens, that literally nearly everyone can solo. But then you have stupidly difficult content like harrowstrorms. Which I get, that having hard overland content is important for people that want a challenge.
But, they fail to keep in mind that once the DLC is no longer new and shiny the groups needed to take down this hard content is difficult to put together. Less people in the zones, and less people willing to help out. When the Elsweyr event happened, I spent every day killing dragons. Because good luck killing 100 some dragons after the event.
Danny_Fluke wrote: »RisenEclipse wrote: »Honestly, ESO has such a problem with balancing. You have the stupidly easy overland content like dolmens, that literally nearly everyone can solo. But then you have stupidly difficult content like harrowstrorms. Which I get, that having hard overland content is important for people that want a challenge.
But, they fail to keep in mind that once the DLC is no longer new and shiny the groups needed to take down this hard content is difficult to put together. Less people in the zones, and less people willing to help out. When the Elsweyr event happened, I spent every day killing dragons. Because good luck killing 100 some dragons after the event.
I'd say that it's less because harrowstorms are overtuned that makes them difficult, but rather players don't understand, or choose not to play the mechanics that make it easier.
It would be nice if there was some scaling (eg, slower ghosts respawn rate or movement speed) to the number of players, given that there is typically lesser players in the zone when a new one comes out. That said, you can still clear a HS easily if everyone knows what they're doing, doable by as little as a solo or a duo.
For instance, the ghosts that spawn in a HS heals pikes and a certain number of them spawns in a new boss. Yet you can see players totally ignoring them entirely.
These mechanics aren't immediately obvious, especially in the chaos of an event, and it applies to other content as well (dungeons, dragons eg players don't block the obviously incoming Unrelenting Force shout, etc).
Not that I'm disagreeing there aren't any balance issues, but we should be certain that we're not unknowingly making things harder for ourselves by not playing certain mechanics, rather than crying foul because we're being ripped apart by 3 shrikes and 2 bloodknights spawned into a HS.
spartaxoxo wrote: »
I would personally just nerf the speed of the ghosts and make them disabled on stun again.
Danny_Fluke wrote: »spartaxoxo wrote: »
I would personally just nerf the speed of the ghosts and make them disabled on stun again.
Agreed, that'd make it much easier without the need for scaling for X number of players at any given time.
Then again, I do remember how many people still gripe about how the HS are overtuned, even with the free 40+s free pass you get by stunning the ghosts, because nobody bothers to do the stunning.
spartaxoxo wrote: »Danny_Fluke wrote: »spartaxoxo wrote: »
I would personally just nerf the speed of the ghosts and make them disabled on stun again.
Agreed, that'd make it much easier without the need for scaling for X number of players at any given time.
Then again, I do remember how many people still gripe about how the HS are overtuned, even with the free 40+s free pass you get by stunning the ghosts, because nobody bothers to do the stunning.
The stunning doesn't work out that well anymore so people just stopped. Has that been fixed. I know I stopped when it lasted like 3 seconds, waste of mana and time if it's not gonna actually help me do the storm.
Danny_Fluke wrote: »spartaxoxo wrote: »Danny_Fluke wrote: »spartaxoxo wrote: »
I would personally just nerf the speed of the ghosts and make them disabled on stun again.
Agreed, that'd make it much easier without the need for scaling for X number of players at any given time.
Then again, I do remember how many people still gripe about how the HS are overtuned, even with the free 40+s free pass you get by stunning the ghosts, because nobody bothers to do the stunning.
The stunning doesn't work out that well anymore so people just stopped. Has that been fixed. I know I stopped when it lasted like 3 seconds, waste of mana and time if it's not gonna actually help me do the storm.
Yes, they fixed both the stunning, and the lock in place due to companion aggro when companions first launched.
Danny_Fluke wrote: »RisenEclipse wrote: »Honestly, ESO has such a problem with balancing. You have the stupidly easy overland content like dolmens, that literally nearly everyone can solo. But then you have stupidly difficult content like harrowstrorms. Which I get, that having hard overland content is important for people that want a challenge.
But, they fail to keep in mind that once the DLC is no longer new and shiny the groups needed to take down this hard content is difficult to put together. Less people in the zones, and less people willing to help out. When the Elsweyr event happened, I spent every day killing dragons. Because good luck killing 100 some dragons after the event.
I'd say that it's less because harrowstorms are overtuned that makes them difficult, but rather players don't understand, or choose not to play the mechanics that make it easier.
It would be nice if there was some scaling (eg, slower ghosts respawn rate or movement speed) to the number of players, given that there is typically lesser players in the zone when a new one comes out. That said, you can still clear a HS easily if everyone knows what they're doing, doable by as little as a solo or a duo.
For instance, the ghosts that spawn in a HS heals pikes and a certain number of them spawns in a new boss. Yet you can see players totally ignoring them entirely.
These mechanics aren't immediately obvious, especially in the chaos of an event, and it applies to other content as well (dungeons, dragons eg players don't block the obviously incoming Unrelenting Force shout, etc).
Not that I'm disagreeing there aren't any balance issues, but we should be certain that we're not unknowingly making things harder for ourselves by not playing certain mechanics, rather than crying foul because we're being ripped apart by 3 shrikes and 2 bloodknights spawned into a HS.
spartaxoxo wrote: »Danny_Fluke wrote: »spartaxoxo wrote: »Danny_Fluke wrote: »spartaxoxo wrote: »
I would personally just nerf the speed of the ghosts and make them disabled on stun again.
Agreed, that'd make it much easier without the need for scaling for X number of players at any given time.
Then again, I do remember how many people still gripe about how the HS are overtuned, even with the free 40+s free pass you get by stunning the ghosts, because nobody bothers to do the stunning.
The stunning doesn't work out that well anymore so people just stopped. Has that been fixed. I know I stopped when it lasted like 3 seconds, waste of mana and time if it's not gonna actually help me do the storm.
Yes, they fixed both the stunning, and the lock in place due to companion aggro when companions first launched.
Awesome! Think I'll go do some storms later ty!
RisenEclipse wrote: »Danny_Fluke wrote: »RisenEclipse wrote: »Honestly, ESO has such a problem with balancing. You have the stupidly easy overland content like dolmens, that literally nearly everyone can solo. But then you have stupidly difficult content like harrowstrorms. Which I get, that having hard overland content is important for people that want a challenge.
But, they fail to keep in mind that once the DLC is no longer new and shiny the groups needed to take down this hard content is difficult to put together. Less people in the zones, and less people willing to help out. When the Elsweyr event happened, I spent every day killing dragons. Because good luck killing 100 some dragons after the event.
I'd say that it's less because harrowstorms are overtuned that makes them difficult, but rather players don't understand, or choose not to play the mechanics that make it easier.
It would be nice if there was some scaling (eg, slower ghosts respawn rate or movement speed) to the number of players, given that there is typically lesser players in the zone when a new one comes out. That said, you can still clear a HS easily if everyone knows what they're doing, doable by as little as a solo or a duo.
For instance, the ghosts that spawn in a HS heals pikes and a certain number of them spawns in a new boss. Yet you can see players totally ignoring them entirely.
These mechanics aren't immediately obvious, especially in the chaos of an event, and it applies to other content as well (dungeons, dragons eg players don't block the obviously incoming Unrelenting Force shout, etc).
Not that I'm disagreeing there aren't any balance issues, but we should be certain that we're not unknowingly making things harder for ourselves by not playing certain mechanics, rather than crying foul because we're being ripped apart by 3 shrikes and 2 bloodknights spawned into a HS.
I know full well how they work. Myself and one other person did them and it took us 20 minutes to do each one. It doesnt help that the ghosts will go to other totems thus if you want to use the stun technique, you are literally spending way too much time killing ghosts. I've also seen bosses spawn, and not even two seconds later another one spawns on top of it. I don't know if that was a glitch, or just the HS trolling us. Then I have to deal with ghosts, killing the wood things, and fighting off three bosses at once. It also doesnt help that as a necro I have a sad amount of stuns. I mean sad. The totem of fear I can use has a low area range, takes too long to work (2 second delay), and only works at your feet. So I can't stun ghosts that are not literally on top of me. They take way too long to do, need a group to complete if you want them done in a decent time, and the rewards are basically what I can find in a chest.
The trick to dealing with this boss when you only have 2-3 people is for all the players to move in front of the cave door and pull the boss there. This will stack most of the totems into a small area and make it easier to destroy them. Also, it reduces the amount of moving around the boss does.
Trick with Walks Like Thunder is to pull him over to the cave door, like as close as you can get him. It prevents like half the toems spawning. Do that and two decent dps can take hi down.
Then hope no one else shows up who doesn't get what you're doing.