acastanza_ESO wrote: »Marauder Zulfimbul's Clobber attack hitting 30k one shots mid dodge in Arc 2 is insane.
How anyone at ZOS thinks this has any place in the game is absolutely baffling to me.
Dragonnord wrote: »They're perfectly fine. Stop asking for everything to be nerfed please.
This game is becoming for little kids with all the announced nerfs and hidden nerfs it's having.
Example: After complainers complained, in Lucent Citadel you now get a portal once one member gets to the top of the "going up" section. So the Devs create a FUN UNIQUE MECHANIC and days later it's nerfed.
Complains have already taken a lot of fun out of this game.
freespirit wrote: »Whilst I was quite shocked to see a hit for over 32k on my death recap and annoyed because the Mino was nearly dead.....
I learned to beat Gothmau and I will learn to beat the Mino but a hit for 32k in Arc 2 does seem quite high imo! 😲
NoticeMeArkay wrote: »freespirit wrote: »Whilst I was quite shocked to see a hit for over 32k on my death recap and annoyed because the Mino was nearly dead.....
I learned to beat Gothmau and I will learn to beat the Mino but a hit for 32k in Arc 2 does seem quite high imo! 😲
Are the 32k damage you received while blocking or the pure hit?
NoticeMeArkay wrote: »freespirit wrote: »Whilst I was quite shocked to see a hit for over 32k on my death recap and annoyed because the Mino was nearly dead.....
I learned to beat Gothmau and I will learn to beat the Mino but a hit for 32k in Arc 2 does seem quite high imo! 😲
Are the 32k damage you received while blocking or the pure hit?
NoticeMeArkay wrote: »freespirit wrote: »Whilst I was quite shocked to see a hit for over 32k on my death recap and annoyed because the Mino was nearly dead.....
I learned to beat Gothmau and I will learn to beat the Mino but a hit for 32k in Arc 2 does seem quite high imo! 😲
Are the 32k damage you received while blocking or the pure hit?
OP said that they got hit for 32K mid dodge
Dragonnord wrote: »NoticeMeArkay wrote: »freespirit wrote: »Whilst I was quite shocked to see a hit for over 32k on my death recap and annoyed because the Mino was nearly dead.....
I learned to beat Gothmau and I will learn to beat the Mino but a hit for 32k in Arc 2 does seem quite high imo! 😲
Are the 32k damage you received while blocking or the pure hit?
OP said that they got hit for 32K mid dodge
You don't get hit while dodging. That's what dodging is for. Imagine an action that is made to doge hits that doesn't dodge hits.
xylena_lazarow wrote: »PvE one-shots don't need to exist. There's a difference between challenging and punishing.
They only show up once in every arc after you complete the first one, they are meant to be hard to kill in relation to the other bosses, that's why they disappear after you die to them, to not gatekeep you there and give you a chance to still go further.
If you have an issue with it being hard just build around it, adapt or get over it, most of the game is super casual friendly as it is, if they end up making the few difficult things accessible to everyone the game will end up getting stale with no challenges or sense of progression.
Just treat it as a challenge, not as a nuisance.
prof-dracko wrote: »And yes, I do think the best suggestion is to make an arc selection option so skilled players can skip to the harder stages. Ask for that if you want a challenge, but don't begrudge others just because they aren't on your level.
By ARC 3, you can't even block hits from Gothmau, you have to kite and dodge roll the entire fight. They already had one marauder that was certainly overtuned and I haven't even seen the new ones yet.
The problem is, there are outliers that are hard to kill amongst themselves. You get one of the properly balanced ones and in later ARCs they are still a challenge, but beatable. You get the overtuned ones and you might as well just stand still and die rather than waste your time waiting for the random one shot.
The problem is, there are outliers that are hard to kill amongst themselves. You get one of the properly balanced ones and in later ARCs they are still a challenge, but beatable. You get the overtuned ones and you might as well just stand still and die rather than waste your time waiting for the random one shot.
I get that some marauders are much more tougher than others, but that goes for the normal bosses too, the outliers among them just become noticeable when you go further enough, but they're just as imbalanced in comparison to each other as all the marauders, if not worse.
The discrepancy among the marauders are only noticeable because they can be a challenge from the beginning if you're on a squishy setup, so you'll obviously see people complaining about them, they'll never go further enough to notice the same difference exist among the normal bosses.
It's still not an issue though, bosses aren't meant to be all equal, and the marauders won't be an exception for that rule.
Gothmau one shots you in ARC 2. The other original ones do not. Not even remotely. And it's not like I am some unprepared player running IA. I've been on top of the leaderboards, I play nearly daily, on a multitude of builds. Solo, with companions, with players. And when Gothmau is the ONLY thing in ARC 2 that can kill a tank companion, there is a problem.
If you're going to progress in a place in which the main premise is to give you unending scaling difficulty, it's extremely nonsensical to complain about difficulty in the first place.
Gothmau one shots you in ARC 2. The other original ones do not. Not even remotely. And it's not like I am some unprepared player running IA. I've been on top of the leaderboards, I play nearly daily, on a multitude of builds. Solo, with companions, with players. And when Gothmau is the ONLY thing in ARC 2 that can kill a tank companion, there is a problem.
Then again, that discrepancy isn't a problem, just compare Zhaj'hassa in later arcs to the overland or base dungeon bosses in there, if Gothmau hitting harder than the marauders is a problem, then all the other bosses are a problem too.
You could argue that the difficulty between marauders is a RNG issue and you'd rather get the easier ones every time, but the entire system there is RNG based if you consider the verses and visions you get, so...
It still won't gatekeep any newer player from completing the first arc or dailies just fine, I myself never built tanky status effect builds because I don't want to stay there for 6 hours, as a solo dps build with pale order on you can pretty much get to the dragon tho'at once or twice just fine.
Dying to a few marauders along the way won't stop you from getting there.
spartaxoxo wrote: »If you're going to progress in a place in which the main premise is to give you unending scaling difficulty, it's extremely nonsensical to complain about difficulty in the first place.
No. It isn't. The marauders take up threads in otherwise easy arcs and there's no skips. Which means when you finally get to the arcs where the entire thing is a challenge, you don't have the threads necessary to spend actually learning how to take on the challenge.
If I'm going to be forced to slog through an hour of uninteresting gameplay before I can get to the content that I actually want to do, it makes perfect sense to not want to encounter anything that is going to hinder that gameplay once I get to it. But the marauders in arc 2 are already at level where one small slip is a very quick death.
Now, if they fixed it so marauders don't take a thread, then that's fine. But I can't tell if they still do or not based on that patch notes and I haven't died to one since the patch.
spartaxoxo wrote: »No. It isn't. The marauders take up threads in otherwise easy arcs and there's no skips. Which means when you finally get to the arcs where the entire thing is a challenge, you don't have the threads necessary to spend actually learning how to take on the challenge.