The Choking Pestilence ability will now do more damage in Hard Mode.
In the first week we did lasy boss without any problem on HM. With the change in damage, Strangling Pestilence is practically impossible to do. We did it on 3 barriers and could not do it
It seems to me that someone got the numbers wrong in the damage of this skill
It seems like someone just added a 0 too much... The moment magmashell wore off, i got oneshot as Tank.
https://www.esologs.com/reports/YaXy3bJzmZpnfCGh#fight=8&type=damage-taken&source=1&start=1273082&end=1293408
Overall it seems like the PTS is running low on fuel, with pingspikes above 1k, resurrectionbugs, tabtarget bugs uvm...
Hope that will be better next week.
It seems like someone just added a 0 too much... The moment magmashell wore off, i got oneshot as Tank.
https://www.esologs.com/reports/YaXy3bJzmZpnfCGh#fight=8&type=damage-taken&source=1&start=1273082&end=1293408
Overall it seems like the PTS is running low on fuel, with pingspikes above 1k, resurrectionbugs, tabtarget bugs uvm...
Hope that will be better next week.
Thanks. Those logs are interesting.
Based on our week 1 log...
- The mechanic lasts for 25s, with no apparent way to end it early.
- Choking Pestilence ticks every half-second and is health-scaled; i.e., the tank will take more damage than a healer.
- The damage ticks ramps up linearly for the 25s duration.
Comparing the damage that your healer took in week 2 vs. what our healer took in week 1, the damage starts at around the same place (1.6K/tick). At the 10s mark, it was 3.5K/tick in week 1 and 8.5K/tick in week 2. At the 15s mark, it was 4.7K/tick in week 1 and 12K/tick in week 2. The final tick at the end of the 25s mechanic was 6.5K in week 1, and since you guys never made it to the end of the mechanic, I can only extrapolate: it would be around 18K/tick.
Keep in mind that it ticks every half second. So the damage taken per second is double what you see above. Also keep in mind that I'm comparing ticks between the two healers (same class and similarly-built); the damage on the tank is considerably more since this is health-scaled.
So, I agree that this is clearly not doable. How on earth did these numbers even make it past QA? If you're going to keep the rate of ramp-up that you have in week 2, then you must at least halve the damage (by getting rid of this ridiculous two-ticks-per-second nonsense; keep in mind that all player heals tick for, at most, once per second) or add some sort of mechanism to end the mechanic early, before it has ramped up to insane levels. The latter would be preferable, as it would be a more interesting counterplay than "spam heals".
And it's disappointing to see that ZOS's approach to "we need things harder" is to just jack up the numbers. This is the same mistake that you made with Taleria HM. Having insane incoming damage doesn't make a fight that has simple mechanics any more fun or interesting and serves only to add artificial difficulty. It was a mistake on Taleria, and it's a mistake you're repeating here.