TL;DR: Dreadsail Reef HM is way too hard. Please make it easier. I have 100% achievements and I don't think I'll ever get this one. I don't think anyone will as it is, in fact.
WrathOfInnos wrote: »I'm glad nobody has cleared hard mode on PTS, and I hope the difficulty remains high enough that nobody does. That's not to say that it should feel hopeless for everyone. I'd like to see the trifecta achievable with a few months of prog to anyone with Godslayer or Planesbreaker, as a natural progression.
WrathOfInnos wrote: »I hope the difficulty remains high enough that nobody does. That's not to say that it should feel hopeless for everyone. I'd like to see the trifecta achievable with a few months of prog to anyone with Godslayer or Planesbreaker, as a natural progression.
I'm not convinced that your second point is compatible with your first point. The thing is that, even amongst the "endgame", there are very wide power gaps. Are you talking about a group that got a 27-minute PB? Or a group that got the world record in 18 minutes? The power and skill gap between those two groups is massive, and I don't think it's possible to achieve that first goal without locking way too many players out of that second goal.
And frankly, the latter kind of group absolutely should be able to clear all three HMs during PTS, and they absolutely should do so with ease. After all, we're just talking about a simple clear here; if the bar for "just a simple HM clear" is set so high that it stumps the kind of group that chases world records, then that bar is set too damn high. (I would argue that it would be set too high if it stumps the former kind of group, too.)
I agree, and Xalvakka's inaccessibility was one of the feedback points that multiple groups gave--and was ignored. The other widely commented-on point that was also ignored was the overtuning of Bahsei that resulted in everyone using Mist Form (at least ZOS finally did acknowledge that particular mistake, though months later, rather than during the original PTS).WrathOfInnos wrote: »I should clarify. Balance in vRG was poor, it was hard on tanks and healers, but mechanically very easy for DPS. The DPS checks were too high, but that was their only challenge, and it resulted in a massive divide between groups that could or could not clear it. I'd go as far as to say there was very little difference between a HM clear and a Planesbreaker clear. That is not good.
Contrast that with Sunspire, where there was a massive gap between a HM clear and Godslayer. More steps in the progression, and more accessible as a result. Maybe not a perfect difficulty curve (personally spent about 4 weeks on HM and 9 months on GS), but I certainly enjoyed my time working through vSS.
Well, it didn't help matters that Rakkhat HM was bugged for 5 months and was literally impossible until the bug was fixed in Update 11. The world-first HM came a week after that. That was a different era, though: Every trial since then had seen a HM clear on PTS (well, vAS was a bit of a special case, as there were PTS clears of its HM with the original mechanics, but not with the redesign that it underwent late in the PTS).WrathOfInnos wrote: »IIRC it was months before anyone cleared vMoL HM on release, and even longer before they were doing it with speed and full vitality.
Agreed with just about everything you've said so far, but want to make a couple clarifying points here.Boss 2
I'll repeat what I said in my feedback from last week: King Orgnum's Fire is overtuned. A quick refresher: It knocks out 75% of a person's health in unavoidable, unresistible, unshieldable, damage and defiles them by 75% for 20s. It's a bit like Baneful Mark from Cloudrest, but worse in key ways:
- There is no warning. In Cloudrest, tanks can see and can react to a monstrosity who is about to cast Baneful Barb on them. And in execute, there's a clear animation when Baneful Burst is about to happen. There is no warning here.
- There is unavoidable damage in Dreadsail. For example, what if someone is being targeted by a Lightning Strike? The kind that tracks a player is unavoidable. There is literally no counterplay for a scenario where someone gets hit by KOF and Lightning Strike at the same time. And this sort of thing does happen: I've seen someone die because they were hit by lightning 0.3s after being hit by KOF. In contrast, in Cloudrest, Baneful Burst preempts Roaring Flare, to prevent unfair mechanics overlaps, but no such consideration exists here.
- It's really fun* for tanks to suddenly lose 75% of their health and be defiled up the wazoo right when they're being coned by the boss. Gotta love that RNG targeting. (And by fun*, I really mean the exact opposite of fun.) At least Z'Maja was courteous enough not to immediately follow Baneful Burst with a heavy attack. Again, no such consideration of unfair mechanics overlaps exist here.
One point I would like to make about all of this feedback about difficulty....
ZOS, do not forget there are console players too. We have worse game performance and no add ons. My server has only 21 players with Planesbreaker which is only two PB completes (3 players are in both runs).
[*]There is unavoidable damage in Dreadsail. For example, what if someone is being targeted by a Lightning Strike? The kind that tracks a player is unavoidable. There is literally no counterplay for a scenario where someone gets hit by KOF and Lightning Strike at the same time. And this sort of thing does happen: I've seen someone die because they were hit by lightning 0.3s after being hit by KOF.
Seethe: Overwhelmed by anger from a missed attack.
For 12 seconds damage done increased by 60%.
Rattled: You are shaken up for 12 seconds.
Damage done decreased by 70%.
Damage taken increased by 40%
Rattled is immune to skills that remove negative effects.
Hindered: Healing your missing health is prevented for 12 seconds or until 39670 points of healing is received to penetrate and remove Hindered.
Hindered is immune to skills that remove negative effects.
Devitalized: You are weakened for 8 seconds.
Physical Resistance and Spell Resistance decreased by 60%
Damage taken increased by 30%
Damage shields are decreased by 30%
Devitalized is immune to skills that remove negative effects.
Finally.The Glaciate, Blacken and Bleed effects no longer deal damage based on the target’s maximum health and instead are based on the power of the caster.