ZOS_GinaBruno wrote: »The health changes vary slightly for each boss so it’s not simply a flat numerical or percentage change. We can at least confirm the changes only affect Dungeon and Trial bosses, not Arenas.
Soooooooo
Can The Devs name them?
If they were simply listed <Boss X reduced by Y> in comparison Boss A reduced by B would basically have solved this issue, but no info is given. So it shows some error in patch or the devs miss-communicated something, or they don't know what was actually posted.
ZOS_GinaBruno wrote: »The health changes vary slightly for each boss so it’s not simply a flat numerical or percentage change. We can at least confirm the changes only affect Dungeon and Trial bosses, not Arenas.
AlterBlika wrote: »Well, solo arenas are already a joke rather than a challenging content.
ZOS_GinaBruno wrote: »The health changes vary slightly for each boss so it’s not simply a flat numerical or percentage change. We can at least confirm the changes only affect Dungeon and Trial bosses, not Arenas.
marius_buys wrote: »This makes absolutely no sense
In a dungeon or trial 4 or 12 players can rely on cross healing and buffing from group members but in a solo arena ZOS have now made it just so much more difficult for the entry level player which is basically the majority of the playerbase. Why?
MashmalloMan wrote: »What a mess. Nerf everyone because the top 1% of organized end game raids can output obscene dps and sustain, while gutting solo and small group scenario's where the majority of the new players you're trying to help are struggling..
How does that make any sense? What is this patch?
Dagoth_Rac wrote: »I can somewhat understand vDSA and vMA. They are very old and predate One Tamriel and have likely become easier than originally intended..
@ZOS it is a bad DLC!
Every time you rollback a change it feels good!
In this specific patch rolling back Vigor feels good!
Rolling back AOE hots and dots felt good!
Rolling back the ligh and heavy attack scaling felt good!
Just few more thing left to rollback. Looks like all you need is just to extend the PTS cycles by 3 weeks.
ZOS_GinaBruno wrote: »The health changes vary slightly for each boss so it’s not simply a flat numerical or percentage change. We can at least confirm the changes only affect Dungeon and Trial bosses, not Arenas.
ZOS_GinaBruno wrote: »The health changes vary slightly for each boss so it’s not simply a flat numerical or percentage change. We can at least confirm the changes only affect Dungeon and Trial bosses, not Arenas.
Could you please also confirm or deny whether or not HP on portal DPS races like the Eternal Servant in vSS or the crystals in vCR have also been reduced in HP? It's a little hard to judge if a crystal is counts as a "bannerman" or "champion" or not.
If they have, then good!
I mean you promised to keep the same difficulty as on live... I wish I could just take your word for that, but at this point... I'm sorry but that's really hard right now.
ZOS_GinaBruno wrote: »The health changes vary slightly for each boss so it’s not simply a flat numerical or percentage change. We can at least confirm the changes only affect Dungeon and Trial bosses, not Arenas.
Since nothing in them got adjusted I'd say it'll become out of reach for most semi-casual players
ZOS_GinaBruno wrote: »The health changes vary slightly for each boss so it’s not simply a flat numerical or percentage change. We can at least confirm the changes only affect Dungeon and Trial bosses, not Arenas.
I think it is time for some changes at ZOS..
With the large amount of PTS changes we are proposing, we think it would be best to delay making these changes on live until more testing can be done. We still believe the changes are necessary, but we acknowledge that there are many unforeseen ramifications introduced with these changes and the current 5 week development cycle may not be sufficient to test all of these changes. The last thing we want is to ship incomplete changes to live servers. We will keep the changes on PTS for now and welcome the continued feedback as we work to iron out all the wrinkles.
Lowering health on bosses does exactly zero to help lower end players. IDK what these guys are thinking but how does that help low dps players do anything. If you want to help lower end player just buff lower CP players while leaving higher CPs along. its that easy.
ZOS_GinaBruno wrote: »The health changes vary slightly for each boss so it’s not simply a flat numerical or percentage change. We can at least confirm the changes only affect Dungeon and Trial bosses, not Arenas.
VaranisArano wrote: »Back in March 2019, ZOS adjusted the difficulty of Veteran DLC dungeons to account for some specific pain points where random groups were struggling.
Here's the patch notes if you want to see the rest. I think the difference between then and now is instructive: https://forums.elderscrollsonline.com/en/discussion/461982/pc-mac-patch-notes-v4-3-6
ZOS_GinaBruno wrote: »... the changes only affect Dungeon and Trial bosses, not Arenas.