PTS Update 45 - Feedback Thread for Exiled Redoubt

ZOS_Kevin
ZOS_Kevin
Community Manager
This is the official feedback thread for Exiled Redoubt. Specific feedback that the team is looking for includes the following:
  • Did you enjoy this new dungeon?
  • How did the difficulty compare to existing dungeons on Normal and Veteran versions?
  • Did you complete Normal or Veteran (or both)?
  • Which was your favorite boss in this dungeon, and why?
  • What level and build was the character you used?
  • Did you happen to notice or find anything particularly interesting or different?
  • Did you find any of the dungeon secrets? If so, what did you think? (To avoid secret spoilers, pleaser using the spoiler format option for this answer.)
  • Do you have any other general feedback?
Edited by ZOS_Kevin on January 13, 2025 6:31PM
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  • Freelancer_ESO
    Freelancer_ESO
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    Did you enjoy this new dungeon?

    Yeah, I had a good time. I liked the visuals, characters , and theme.

    How did the difficulty compare to existing dungeons on Normal and Veteran versions?

    Seemed pretty comparable to other recent dungeons on normal.

    Did you complete Normal or Veteran (or both)?

    Normal

    Which was your favorite boss in this dungeon, and why?

    Prime Sorcerer was probably my favorite of the main fights as you had more background on him than the other characters and the horse/iron atronach parts were interesting.

    What level and build was the character you used?

    2kish CP Tanky Char running Crimson+Leeching.

    Did you happen to notice or find anything particularly interesting or different?

    In addition to the stuff on the Prime Sorcerer fight you also had some of the mechanics on the last fight that were a different than many of the other dungeons (granted the ring itself is similar to the one in the Infinite Archive)

    Did you find any of the dungeon secrets? If so, what did you think? (To avoid secret spoilers, pleaser using the spoiler format option for this answer.)
    I believe I found all of them. I enjoyed the fights and I liked the detail they added to the story and the ending impact. Mother's Rage might be a bit much in first person.bajq5odk2oj9.png

    Do you have any other general feedback?

    The last boss fight was a bit visually loud at times and I ended up responding finding the Orbs primarily due to Lucilla and not due to visually spotting them. In the Executioner fight at one point the yellow circle stuck on my companion for quite a while but, it went off later after that attack was done again against them. When Lucilla said the dialogue that has a strict timeline it felt like the lip sync might have been a bit off. Cato was a little underwhelming as the dungeon dialogue did play him up at times.
  • thepandalore
    thepandalore
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    ZOS_Kevin wrote: »
    This is the official feedback thread for Exiled Redoubt. Specific feedback that the team is looking for includes the following:
    • Did you enjoy this new dungeon?
      very much
    • How did the difficulty compare to existing dungeons on Normal and Veteran versions?
      feels easier
    • Did you complete Normal or Veteran (or both)?
      both
    • Which was your favorite boss in this dungeon, and why?
      spike room boss
    • What level and build was the character you used?
      max cp magsorc
    • Did you happen to notice or find anything particularly interesting or different?
      the level design is beautiful
    • Did you find any of the dungeon secrets? If so, what did you think? (To avoid secret spoilers, pleaser using the spoiler format option for this answer.)
      i think so; i enjoyed the buffs.
    • Do you have any other general feedback?
      it feels very easy on base vet. the last boss was fun to figure out; can't wait to try it on hardmode.

    there's an out of range loot bug with Eliana Albus. As visible in the screenshot, I'm on top of the corpse trying to loot. iyu2cclcr3ks.png
  • WhiteCoatSyndrome
    WhiteCoatSyndrome
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    I liked the bonuses for beating the secret bosses.

    I didn’t trigger the Bodyguard buff since it was a normal run (with myself at 2200+ CP being the lowest level character in the group) but I like the idea and it looks like it will be helpful for groups having issues running the dungeon.

    The haunted item buff was fun! I’m not sure how helpful it was (again, normal run) but I enjoyed throwing ghostly crates at mobs.
    #proud2BAStarObsessedLoony
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  • code65536
    code65536
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    5vin9fp379hg.png
    We ran this on vet HM.

    I'm on my usual NB tank, we had a templar healer, and two arc DDs.

    First boss

    I suppose having run Lep Seclusa first, it colored our perception of this boss. We took over an hour to finally beat that first boss HM, while we defeated this one on the very first pull, so it felt a bit underwhelming and disappointing, but that's probably mostly just our experiences with Garvin tinting our view. Comparing to other dungeons from recent years, I'd say that its difficulty on HM is comparable to that of the HM difficulty of the first bosses of Bedlam, Oathsworn, Scrivener's, and Graven, while being easier than its counterparts from Earthen, Bal Sunnar, Shipwright's, and Coral.

    There is a stack-on-the-target mechanic that we were able to figure out very quickly, because our prior experience with similar mechanics from Cloudrest and Blackrose, so it felt pretty intuitive, at least for people like us.

    One thing that surprised me was that the spikes are not 1-shots on HM.


    Second boss

    We cleared this after a handful of tries. Similar to the first boss, this boss felt like it was considerably easier than its counterpart from Lep Seclusa. Bring the spiders to the dome, focus heals on the person who gets cursed to make sure that they don't die, and avoid the AoEs. Our biggest problem in the pulls that wiped was the area of denial from the AoEs. Once we became much more deliberate in our positioning, the fight became much cleaner and we killed the boss without any deaths.


    Third boss

    After two relatively easy bosses, we had hoped that Ra Ko Seven the Squall of Retribution would reverse that trend, but unfortunately, this boss's mechanics are pretty simple. Kill atros. Pick up their orbs. Rinse and repeat. We cleared it after a handful of pulls where we tried things like, "what would happen if we ignored the atros?" I'm at least glad that "ignoring them and straight burning boss" was not viable.

    The later parts of the fight did seem pretty chaotic with all the AoEs on the ground.

    One thing that surprised me was that the boss's Vortex doesn't have a damage ramp. I understand that with the limited space on that fight and all the other AoEs that are dancing around, it probably won't be a great idea to have Vortex do too much damage, but adding a modest damage ramp to it where each hit that you take increases the damage of the next hit will give more punishment to DDs who stay in for too long while still making it forgiving for DDs who clip into it briefly while dancing around other hazards. And since the tank can't really get out of it, a damage ramp would mean that Vortex would add a lot more stress to the tank, but given that Vortex currently does about 2K every half second to me when I'm blocking, I think a little bit of extra spice is probably warranted. (I'm probably going to regret suggesting this, aren't I?)


    Secrets

    They were fairly easy to find, and their bonuses are unique without being too powerful.


    General thoughts

    Again, I think us running Lep Seclusa first probably colored our perceptions of this dungeon in that the elevated difficulty of Lep Seclusa's HMs made this one feel a bit anti-climatic. Overall, I'd say that it's about on par with Bedlam and Oathsworn in its difficulty.
    Edited by code65536 on January 15, 2025 12:56AM
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  • LadyHermione
    LadyHermione
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    code65536 wrote: »
    5vin9fp379hg.png
    We ran this on vet HM.

    I'm on my usual NB tank, we had a templar healer, and two arc DDs.

    First boss

    I suppose having run Lep Seclusa first, it colored our perception of this boss. We took over an hour to finally beat that first boss HM, while we defeated this one on the very first pull, so it felt a bit underwhelming and disappointing, but that's probably mostly just our experiences with Garvin tinting our view. Comparing to other dungeons from recent years, I'd say that its difficulty on HM is comparable to that of the HM difficulty of the first bosses of Bedlam, Oathsworn, Scrivener's, and Graven, while being easier than its counterparts from Earthen, Bal Sunnar, Shipwright's, and Coral.

    There is a stack-on-the-target mechanic that we were able to figure out very quickly, because our prior experience with similar mechanics from Cloudrest and Blackrose, so it felt pretty intuitive, at least for people like us.

    One thing that surprised me was that the spikes are not 1-shots on HM.


    Second boss

    We cleared this after a handful of tries. Similar to the first boss, this boss felt like it was considerably easier than its counterpart from Lep Seclusa. Bring the spiders to the dome, focus heals on the person who gets cursed to make sure that they don't die, and avoid the AoEs. Our biggest problem in the pulls that wiped was the area of denial from the AoEs. Once we became much more deliberate in our positioning, the fight became much cleaner and we killed the boss without any deaths.


    Third boss

    After two relatively easy bosses, we had hoped that Ra Ko Seven the Squall of Retribution would reverse that trend, but unfortunately, this boss's mechanics are pretty simple. Kill atros. Pick up their orbs. Rinse and repeat. We cleared it after a handful of pulls where we tried things like, "what would happen if we ignored the atros?" I'm at least glad that "ignoring them and straight burning boss" was not viable.

    The later parts of the fight did seem pretty chaotic with all the AoEs on the ground.

    One thing that surprised me was that the boss's Vortex doesn't have a damage ramp. I understand that with the limited space on that fight and all the other AoEs that are dancing around, it probably won't be a great idea to have Vortex do too much damage, but adding a modest damage ramp to it where each hit that you take increases the damage of the next hit will give more punishment to DDs who stay in for too long while still making it forgiving for DDs who clip into it briefly while dancing around other hazards. And since the tank can't really get out of it, a damage ramp would mean that Vortex would add a lot more stress to the tank, but given that Vortex currently does about 2K every half second to me when I'm blocking, I think a little bit of extra spice is probably warranted. (I'm probably going to regret suggesting this, aren't I?)


    Secrets

    They were fairly easy to find, and their bonuses are unique without being too powerful.


    General thoughts

    Again, I think us running Lep Seclusa first probably colored our perceptions of this dungeon in that the elevated difficulty of Lep Seclusa's HMs made this one feel a bit anti-climatic. Overall, I'd say that it's about on par with Bedlam and Oathsworn in its difficulty.

    Ran this with Code as a DD. Wanted to add that for the third boss, the Squall of Retribution, to increase the visual of the atro circle synergy. Especially for the Ice Atros, can barely see that super light white blue circle even when standing on top of it. It gets buried under all the other visuals on the ground. The other two atro synergies are also faint, but not as much as the Ice one.

    Also there was some issue of our other DD who was not able to pick up an atro synergy after trying for 10+ seconds, even when he was right on top of one and no he did not have a different atro synergy active at the time if that matters.
  • drummagfox
    drummagfox
    Soul Shriven
    Did you enjoy this new dungeon?
    I really like the first and the second boss. The visual and the mechs are awesome.

    How did the difficulty compare to existing dungeons on Normal and Veteran versions?
    Only gonna talk about normal. Unfortunately it's currently way more difficult in normal mode comparing to other DLC dungeons and I'll explain in the general feedback.

    Did you complete Normal or Veteran (or both)?
    Normal

    Which was your favorite boss in this dungeon, and why?
    the second boss. the horse stage is just epic lol

    What level and build was the character you used?
    Cp2619 stamina arcanist. just the average deadly + ansuul + velothi

    Did you happen to notice or find anything particularly interesting or different?
    not yet

    Did you find any of the dungeon secrets? If so, what did you think? (To avoid secret spoilers, pleaser using the spoiler format option for this answer.)
    I like the new form of secret buffs that are more focused on various interactions other than just plain number buffs.

    Do you have any other general feedback?
    Yes please decrease the spawn rate and the damage of orbs/synergy of the last boss in normal. it's currently extremely difficult as usually 2 waves of 2 atronachs almost spawn at the same time and I had to pickup 4 orbs at different locations surrounded by fire tornadoes while the boss is still chasing me. unlike other massive aoe/dot dmg we already have in previous DLC dungeons that can be outhealed or bypassed by using streak, these dmg from >4 orbs has to be tanked.

    I always believe that normal dungeon should be accessible for any proper dps set up (let's just say >90k parsing and has at least one heal slotted) as long as the player who plays it knows the mech well. This is due to the fact that 1. not all players have the time to use a tank build (let's say solo the dungeon within 20 minutes) 2. not all players have the time to queue as a dps and 3. you dont get a proper tank or healer every time. It'll be great if you consider adjusting the atronach spawning rate and orb damage. Of course no change is needed for vet since I'm supposed to be playing with a proper group anyway.
  • MyNameIsElias
    MyNameIsElias
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    The first boss can cancel their trap floor spike ability as soon as she also casts the stack mechanic on a player. This can lineup quite poorly as people are stacked, but the floor still spikes the group, even though it looks as if that mechanic got cancelled in favor of the jump.
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