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Are Cyrodiil VR5 mobs identical to the VR zone ones? Because if they are...

Rodario
Rodario
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...then I don't see the reason for all this "VR mobs are too hard" whine on the forums.

I'm currently VR1 and haven't been to the VR zones yet, as I figured I'd try pvp first. After reading all those QQ posts, Imagine my pleasant surprise when I fought the first few mobs and had no trouble at all with 1v3 fights. I hardly dropped below 70% health, without healing or shields.

I'm a stamina-melee-dps Templar, by the way.

Don't tell me it's because of the 500hp buff, because that would only matter if I ever dropped to, say, 25% health.
Victoria Lux - Templar Tank
{EU/DC}

Best Answers

  • Worstluck
    Worstluck
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    No, they are most certainly not comparable to VR5 mobs in the regular world. The VR5 NPC's in Cyrodiil are much easier to kill. The NPC's in the Cyrodiil devles and quest areas are much like how VR5 NPC's used to be before the 1.1.2 patch. The Cyrodiil Dolmen NPC's however seem bugged and have level 40/50 HP/damage values. They are very, very easy and most likely soloable.
    Edited by Worstluck on June 22, 2014 8:01PM
    Worstluck - Breton Nightblade "Some of us refused to bow. We knew the old ways would lead us back to having a kingdom of our own."
    ―Madanach
    Elfluck - Dunmer Dragonknight "When I will walk the earth again, the Faithful among you shall receive your reward: to be set above all other mortals forever. As for the rest: the weak shall be winnowed: the timid shall be cast down: the mighty shall tremble at my feet and pray for pardon."
    ―Mehrunes Dagon
    Deadluck -Imperial Templar "Men are but flesh and blood. They know their doom, but not the hour"
    ―Uriel Septim

    Daggerfall Covenant
    Answer ✓
  • PBpsy
    PBpsy
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    Worstluck wrote: »
    No, they are most certainly not comparable to VR5 mobs in the regular world. The VR5 NPC's in Cyrodiil are much easier to kill. The NPC's in the Cyrodiil devles and quest areas are much like how VR5 NPC's used to be before the 1.1.2 patch. The Cyrodiil Dolmen NPC's however seem bugged and have level 40/50 HP/damage values. They are very, very easy and most likely soloable.

    Exactly this. This is also true for Craglorn mobs they are using the old settings on them so they are somewhat easier than VR 9/10 mobs.
    In Cyrodill however Dolmen mods are broken In a different way. They are more or less equivalent to level 30-40 mobs. Those Cyrodill dolmen Storm atronachs have less than 1k health. The VR9/10 Storm Atronachs have 15K and the Vr11 have have less than 10k. The difficulty of mobs is generally messed up

    For people that think the difficulty in VR is bad,you are right but it's not intentional it is a an unintentional bug that they seem to not be able to handle fast and refuse to admit also. The difficulty of VR until VR7-8 pre 1.1.2 was kind of great. It was a fun challenge. After that they just didn't managed to get it right again. I was a quarter of the way trough Maladal Tor VR 9 zone when they launched 1.1.2 the game never played like before after.It was a lot less fun to finally get all the quests done after it.
    Edited by PBpsy on June 22, 2014 11:52PM
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  • Fuzzylumpkins
    Fuzzylumpkins
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    Best way to guage vr5 mobs in pve when you are questing through places such as the Rift and up (as AD) is to think of the NPC resource guards. You know the npcs that hit 2500 hp players for 4500 unresistable damage.

    The average npcs in the delves and throughout the quest areas of Cyrodil are easily on par with what it was like to fight a level 5 mob when you were level 20.

    I am not sure who came up with the scale for NPC keep guards and resource guards but they obviously were bad at math, esp being that they are in no way comparable to any other VR5 mob in Cyrodil.

    Answer ✓
  • rusila22
    rusila22
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    quote @rodario :" I'm a stamina-melee-dps Templar, by the way." Well it's finish for you (lol) go switch to lightarmor +staff restoration ( it's not a joke)
    Rusila CP :600
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    Currently : Beta Tester in Morrowind
  • Rodario
    Rodario
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    rusila22 wrote: »
    quote @rodario :" I'm a stamina-melee-dps Templar, by the way." Well it's finish for you (lol) go switch to lightarmor +staff restoration ( it's not a joke)

    Well, no. For two reasons:

    1. I just said I had no problems with my build.
    2. Both Templars and sta builds are getting buffed very soon.
    Victoria Lux - Templar Tank
    {EU/DC}
  • Rodario
    Rodario
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    Worstluck wrote: »
    The NPC's in the Cyrodiil devles and quest areas are much like how VR5 NPC's used to be before the 1.1.2 patch.

    That's great then, because those are the ones I was referring to.

    Victoria Lux - Templar Tank
    {EU/DC}
  • iaintoff
    iaintoff
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    This poor guy....
  • Lord_Hev
    Lord_Hev
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    PBpsy wrote: »
    The difficulty of mobs is generally messed up.


    /thread.


    This pretty much sums up the balance of VR, period.


    *solos world boss 3 ranks above my rank* *Fights for my life against 3 VR 1 no-lifes*


    lolVR.
    Qaevir/Qaevira Av Morilye/Molag
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  • PBpsy
    PBpsy
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    Lord_Hev wrote: »
    PBpsy wrote: »
    The difficulty of mobs is generally messed up.


    /thread.


    This pretty much sums up the balance of VR, period.


    *solos world boss 3 ranks above my rank* *Fights for my life against 3 VR 1 no-lifes*


    lolVR.

    Yes some world bosses seem to be left at the pre 1.1.2 level also.
    Best way to guage vr5 mobs in pve when you are questing through places such as the Rift and up (as AD) is to think of the NPC resource guards. You know the npcs that hit 2500 hp players for 4500 unresistable damage.

    The average npcs in the delves and throughout the quest areas of Cyrodil are easily on par with what it was like to fight a level 5 mob when you were level 20.

    I am not sure who came up with the scale for NPC keep guards and resource guards but they obviously were bad at math, esp being that they are in no way comparable to any other VR5 mob in Cyrodil.
    The guard difficulty is intentional and justified. You certainly shouldn't be able to take a keep with less than 10 players even if no defending players are there, Also taking resource shouldn't be a 4 player thing. It is now.
    Edited by PBpsy on June 22, 2014 11:59PM
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  • Worstluck
    Worstluck
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    Yep. It's all out of balance. To be honest, on my VR3, when I feel like questing and don't want to deal with skeevers that would give Molag Bal a run for his money, I just go to Cyrodiil. PvP is pretty avoidable if you are worried about that, as long as you aren't on Wabbalag. I would recommend that to anyone pretty much. You can do all the dolmens and delves easily too (well some of those delve bosses can be a challenge).
    Edited by Worstluck on June 22, 2014 11:58PM
    Worstluck - Breton Nightblade "Some of us refused to bow. We knew the old ways would lead us back to having a kingdom of our own."
    ―Madanach
    Elfluck - Dunmer Dragonknight "When I will walk the earth again, the Faithful among you shall receive your reward: to be set above all other mortals forever. As for the rest: the weak shall be winnowed: the timid shall be cast down: the mighty shall tremble at my feet and pray for pardon."
    ―Mehrunes Dagon
    Deadluck -Imperial Templar "Men are but flesh and blood. They know their doom, but not the hour"
    ―Uriel Septim

    Daggerfall Covenant
  • Fuzzylumpkins
    Fuzzylumpkins
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    PBpsy wrote: »
    Lord_Hev wrote: »
    PBpsy wrote: »
    The difficulty of mobs is generally messed up.


    /thread.


    This pretty much sums up the balance of VR, period.


    *solos world boss 3 ranks above my rank* *Fights for my life against 3 VR 1 no-lifes*


    lolVR.

    Yes some world bosses seem to be left at the pre 1.1.2 level also.
    Best way to guage vr5 mobs in pve when you are questing through places such as the Rift and up (as AD) is to think of the NPC resource guards. You know the npcs that hit 2500 hp players for 4500 unresistable damage.

    The average npcs in the delves and throughout the quest areas of Cyrodil are easily on par with what it was like to fight a level 5 mob when you were level 20.

    I am not sure who came up with the scale for NPC keep guards and resource guards but they obviously were bad at math, esp being that they are in no way comparable to any other VR5 mob in Cyrodil.
    The guard difficulty is intentional and justified. You certainly shouldn't be able to take a keep with less than 10 players even if no defending players are there, Also taking resource shouldn't be a 4 player thing. It is now.


    I disagree. If the game had a decent population spread through each campaign I would understand. But it doesn't. Like underpopulated alliances getting ap buffs, guards should also be adjusted to the active population. When you are 1 of 6 active players at any given time in your campaign, getting hit for 4500 is pretty damned dumb.

    -Inb4 suggesting changing home campaign

    -suggesting I change my home campaign this late in the game? Honestly, we should be penalised for a mass exodus of players after the first month of the game? Anyways, poorly thought out. Poorly executed. Pretty much sums up TESO.
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