The search phase can be over and done with in 10-20 seconds as long as players are activating the synergies.
El_Borracho wrote: »Why is there over two minutes of nothing in a boss fight to begin with?
Event bosses are supposed to be easy so that groups of plebs can go in there and get their event rewards without much issue. But by making bosses easy, this means that stacks of vet players will just vaporize bosses before anyone even so much as glimpses a mechanic.
Thus, immune phases. To hard stop the vaporization and give people some chance to actually see a mechanic, even if it's only that one singular mechanic.
If ZOS doesn't want groups of players nuking ''group bosses'' then just dynamically scale their health based on the number of players present, instead of it being a fixed value probably balanced around 4 players.
If ZOS doesn't want groups of players nuking ''group bosses'' then just dynamically scale their health based on the number of players present, instead of it being a fixed value probably balanced around 4 players.
Except, that doesn't solve the problem.
If they scale the bosses health so that groups of CP 2k+ with full gold gear don't vaporize them, then your average Joe McPleb team will require absurd amounts of time to kill the boss.
The issue isn't with the number of players, it's the vast difference between newbies and fully geared vets and the fact that they need to make it so that newbies still have an actual chance at beating the bosses and have fun doing so (I.e. Not grinding out for 60+ minutes on a health sponge)
If you want an easy fix, that'd be to apply DPS caps on the bosses. So that fully geared players aren't doing so much more damage. (Though you'd probably still see plenty of complaints about how long the boss takes to kill...)
The issue with the DPS gap could also be mitigated with things like increasing DoT durations, standardizing their durations to allow for an easier rotation, increase buff durations/make more buffs work ''while slotted on either bar'', reducing light attack damage so that weaving is less important, etc.
f047ys3v3n wrote: »I expect the prescription for this fight was to make a fight that required at least 6 people in a group no mater how good the players are
[...]
The result, bingo, you have a fight that even top players need a big group
Extending a fight by around 1 and a half minutes does not make the fight harder, or more interesting. It just makes it kind of dull, like the incessant chattering in DSA, when we just want to go to the next round.
Extending a fight by around 1 and a half minutes does not make the fight harder, or more interesting. It just makes it kind of dull, like the incessant chattering in DSA, when we just want to go to the next round.
When boss flies into the air for the event's crowborn encounter, they're immune and there's nothing for you to do. That's a pointless immunity phase. But this is not it. And if you think it's too boring, try doing it in a full group of 12 where the majority of players do nothing during the mechanic. That'll spice things up quite a bit.
If ZOS doesn't want groups of players nuking ''group bosses'' then just dynamically scale their health based on the number of players present, instead of it being a fixed value probably balanced around 4 players.
Except, that doesn't solve the problem.
If they scale the bosses health so that groups of CP 2k+ with full gold gear don't vaporize them, then your average Joe McPleb team will require absurd amounts of time to kill the boss.
The issue isn't with the number of players, it's the vast difference between newbies and fully geared vets and the fact that they need to make it so that newbies still have an actual chance at beating the bosses and have fun doing so (I.e. Not grinding out for 60+ minutes on a health sponge)
If you want an easy fix, that'd be to apply DPS caps on the bosses. So that fully geared players aren't doing so much more damage. (Though you'd probably still see plenty of complaints about how long the boss takes to kill...)
My comment was aimed towards non-instanced bosses. If the health of a WB/Dragon/Harrowstorm/Oblivion portal guy/etc scaled dynamically with the number of players present(with a minimum scaling of 4 players) ZOS could buff their rewards and remove the 12 person drop limit because they would no longer be instantly killed, if they are no longer instantly killed you don't need ''immunity phases'' and their respective mechanics(if they have any) could be seen. It could even be a fun fight because they aren't being instantly deleted and ZOS could maybe even increase their damage so that you actually need Tanks and Healers.
Imo stuff like WB and ''Incursions'' become really boring when there are too many people present and are a chore when you are solo. Current system sucks because after doing the ''Do X task 30 times'' achievement there is mostly no reason to keep doing them. Increasing their rewards motivates more people to do them, we can clearly see this when there is an event tied to them and they get swarmed.
The issue with the DPS gap could also be mitigated with things like increasing DoT durations, standardizing their durations to allow for an easier rotation, increase buff durations/make more buffs work ''while slotted on either bar'', reducing light attack damage so that weaving is less important, etc.
Hard to scale something to number of players when that number can change at any time.
Where you run into a problem is when players show up after the fight has begun. If three people are camping a dragon site and ten more show up after the fight starts because they traveled from a different dragon they just finished the fight is scaled for three players. What would the radius be for being counted in the dragon fight? Might it count a few players nearby who are only in the area gathering materials or just passing by? Hard to scale something to number of players when that number can change at any time.
Hapexamendios wrote: »Unpopular opinion? I thought that was the prevalent opinion.