EldritchSun wrote: »Hm. They lower overall damage and release a couple the most difficult dungeons the same time?
These are not close to the most difficult dungeons they have released and certainly do not require very high DPS to comfortably clear the HM's.EldritchSun wrote: »Hm. They lower overall damage and release a couple the most difficult dungeons the same time?
CyberOnEso wrote: »I agree the new dungeons are great fun, the last boss in Graven Deep on HM is brilliant.
Big fan of both the dungeon packs this year, Ascending Tide and Lost Depths have had some great dungeons. I think the 3x HM fights allow for more thought-provoking bosses throughout the dungeons.
Olen_Mikko wrote: »I really have to admit it - the two new dungeons are actually really really fun and finally, very challenging (for a casual like me) even on normal veteran mode.
Mechanic heavy = yes. Micromanaging stuff = yes. Doable = definitely, once you wipe like couple of dozen times.
Earlier DLC dungeons weren't a big challenge on normal veteran (HM's are crazy!) but these definitely are. I didn't feel like damage nerfs were to blame. They genuinely felt more punishing, for not paying attention. Although as a melee stamblade, i occasionally have to reconsider my life choices
Anyway, i sincerely want to thank you ZOS, for making a challenge that keeps me motivated again.
Your thoughts on these new dungeons?
Olen_Mikko wrote: »I really have to admit it - the two new dungeons are actually really really fun and finally, very challenging (for a casual like me) even on normal veteran mode.
Mechanic heavy = yes. Micromanaging stuff = yes. Doable = definitely, once you wipe like couple of dozen times.
Earlier DLC dungeons weren't a big challenge on normal veteran (HM's are crazy!) but these definitely are. I didn't feel like damage nerfs were to blame. They genuinely felt more punishing, for not paying attention. Although as a melee stamblade, i occasionally have to reconsider my life choices
Anyway, i sincerely want to thank you ZOS, for making a challenge that keeps me motivated again.
Your thoughts on these new dungeons?
May I ask how you made Graven Deep dungeon on normal, Zelvraak’s Realm phase? Health running out super fast and ghosts don't heal but we tried it only in two ppl so maybe it is mechanic for four.
Olen_Mikko wrote: »Olen_Mikko wrote: »I really have to admit it - the two new dungeons are actually really really fun and finally, very challenging (for a casual like me) even on normal veteran mode.
Mechanic heavy = yes. Micromanaging stuff = yes. Doable = definitely, once you wipe like couple of dozen times.
Earlier DLC dungeons weren't a big challenge on normal veteran (HM's are crazy!) but these definitely are. I didn't feel like damage nerfs were to blame. They genuinely felt more punishing, for not paying attention. Although as a melee stamblade, i occasionally have to reconsider my life choices
Anyway, i sincerely want to thank you ZOS, for making a challenge that keeps me motivated again.
Your thoughts on these new dungeons?
May I ask how you made Graven Deep dungeon on normal, Zelvraak’s Realm phase? Health running out super fast and ghosts don't heal but we tried it only in two ppl so maybe it is mechanic for four.
I didn't do it on normal. Veteran phase was fine(ish) and ghosts did heal + give speed buff
I believe you're referring to Soul Rip unless it's something else addon-specific doing it (don't know if you're on PC or not). Mechanic in spoiler:kringled_1 wrote: »Was fun, although the access to one of the graven deep secret bosses is where it shows that eso is not an ideal platformer game. We spent a while working out the last boss mechanics, still not sure what the yellow-green outline on your screen means.
Not sure about Graven Deep but as far as Earthen Root goes, I don’t think so. I tried soloing it back on pts and the 2nd boss one-shot me repeatedly. Maybe if your companion can taunt quickly enough.Necrotech_Master wrote: »are they possible to solo on normal with companion? lol
Not sure about Graven Deep but as far as Earthen Root goes, I don’t think so. I tried soloing it back on pts and the 2nd boss one-shot me repeatedly. Maybe if your companion can taunt quickly enough.Necrotech_Master wrote: »are they possible to solo on normal with companion? lol
kringled_1 wrote: »still not sure what the yellow-green outline on your screen means.
Whoops, yes. This is true.kringled_1 wrote: »You could deduce that I'm also on PC since console doesn't have these yet
As Code said, it's assuredly Code's own Combat Alerts for the purgeable Cripple effect (not all effects can be purged, but that can be). The last boss has the ability to cast a number of effects base on what classes you have in your group.kringled_1 wrote: »It definitely was different from soul rip, as you note, that will kill you if you don't respond correctly, and mostly we ignored the yellow frame, which also didn't come with the other messages from soul rip. I only got soul rip once or twice but healer and the other dps got it more. The yellow vignette could certainly be from an addon, or maybe it was from someone else getting soul rip?
ID: 172678 Siphon Soul (Initial cast) ID: 172794 Inferno (Dragonknight ➔ Inferno) ID: 172820 Lightning (Sorcerer ➔ Small-ish (2m) lightning AoEs) ID: 172821 Blast Bones (Necromancer ➔ Blast Bones) ID: 172822 Winter (Warden ➔ Have not seen the effect personally, might be like Winter's Revenge or Sleet Storm?) ID: 172823 Nova (Templar ➔ Nova) ID: 172824 Cripple (Nightblade ➔ Cripple)It's really nice for replayability, in my opinion, just to see what effects each one can do, and you might like to devise a group composition which makes it easier or more diffcult to suit your wants.
I like the design of the new dungeon especially the last 3rd of Graven Deep which reminder of Bioshock