deepseamk20b14_ESO wrote: »Not going to bother reading the whole thing. All I read was "to hard" lol.
deepseamk20b14_ESO wrote: »Not going to bother reading the whole thing. All I read was "to hard" lol.
deepseamk20b14_ESO wrote: »Not going to bother reading the whole thing. All I read was "to hard" lol.
thomas.k.grayb14_ESO wrote: »I have no idea what all the complaining is about. A week ago we could take 4 dps into any of the vet dungeons (including CoH) and faceroll through it with no fear of death. Now we actually have to bring a dedicated healer and one person needs to be able to go tank mode for a couple fights.
The framerate drop in certain rooms is harder to deal with than most of the bosses.
This is one of the best changes they have made to the game, people are actually running the dungeons again.
I find it funny that actually having to do content the can push your character and make you pay attention is what people find boring. For me it's quite the opposite, being v14 and running through a lvl 12 dungeon one-shotting everything is boring.
Also, to the people complaining that its killing stam builds, that is entirely L2P. I run with people sporting stam builds all the time and the difficulty and time to complete doesn't change.
I'm sorry that you actually have to learn to play your class and role properly if you want to group, but it's for everyone's benefit.
Perhaps you should read the thread before you actually post. You might answer your own questions.
Jacques Berge wrote: »Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha
Circuitous wrote: »Jacques Berge wrote: »Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha
I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.
I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).
Jacques Berge wrote: »Circuitous wrote: »Jacques Berge wrote: »Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha
I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.
I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).
They scale to a minimal level... I've always thought the vet dungeons started somewhere it the v4-7 range. If the mobs are v1 they're v1... Will say this, my group rand through and I demolished on the dps... Evil hunter+sap essence with a constant VoB running. We had a few deaths here and there... But never a wipe. It's a lot easier than imiril.
Circuitous wrote: »Jacques Berge wrote: »Circuitous wrote: »Jacques Berge wrote: »Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha
I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.
I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).
They scale to a minimal level... I've always thought the vet dungeons started somewhere it the v4-7 range. If the mobs are v1 they're v1... Will say this, my group rand through and I demolished on the dps... Evil hunter+sap essence with a constant VoB running. We had a few deaths here and there... But never a wipe. It's a lot easier than imiril.
All the Vet dungeons are now V1-V12, they lost their minimum level (this is the intent, at least. It doesn't seem to be working).
That said, we just killed him off, so a change of strategy was enough to make it winnable even with the increased health.
Dagoth_Rac wrote: »Scaled to VR9, Garron in Vet Wayrest has about 50% more health than he did at VR10. His adds have nearly tripled in health. Even if it was decided he and the adds needed to be buffed from their default stats, this just seems excessive.
The non-Vet dungeons scaled to VR9 are a little easier than this, but still more difficult than the Vet dungeons from last week (i.e., before the scaling). It is just the less complex boss mechanics that make them that way. Bosses and adds in non-Vet dungeons have extreme amounts of health and hit like trucks just like Vet Wayrest.
We are at the point where my above average, but certainly not top-of-the-line, guild really has no group content available to us. Vet Spindle, Fungal, Banished used to be fairly easy. Vet Darkshade, Elden, Wayrest were a challenge and we would definitely have wipes but still get through. Trials and later stages of Dragonstar Arena were beyond us.
That was fine. There was content below us, content at our level, content above us. We would have liked more of all three (easy, moderate, and difficult), but at least there was something for everybody.
This feels like the hardcore, most skilled players have been given 20+ new dungeons, and I am sure they are ecstatic, but us mere mortals feel like all our group content has been pulled out from under us.
I agree that there is not enough difference now between regular and vet dungeons. When everything is scaling to VR12, they are all vet dungeons. That is all good when you WANT to run a vet dungeon but sometimes you just want something with less of a challenge. I run with a pretty dedicated group of VR12 and VR14- we aren't going to round up PUGs and leave one of our 4 regulars at the front door just to scale dungeons. Before scaling, we could choose any level of difficulty we want by simply going to different zones. Now, it is all VR12. It has killed a lot of the variety in the game.
Jacques Berge wrote: »Circuitous wrote: »Jacques Berge wrote: »Circuitous wrote: »Jacques Berge wrote: »Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha
I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.
I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).
They scale to a minimal level... I've always thought the vet dungeons started somewhere it the v4-7 range. If the mobs are v1 they're v1... Will say this, my group rand through and I demolished on the dps... Evil hunter+sap essence with a constant VoB running. We had a few deaths here and there... But never a wipe. It's a lot easier than imiril.
All the Vet dungeons are now V1-V12, they lost their minimum level (this is the intent, at least. It doesn't seem to be working).
That said, we just killed him off, so a change of strategy was enough to make it winnable even with the increased health.
Congrats... Oh, just so you know you have to pull zombies from the room before the bosses to get the achievement... Good luck :-)
Circuitous wrote: »Jacques Berge wrote: »Circuitous wrote: »Jacques Berge wrote: »Circuitous wrote: »Jacques Berge wrote: »Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha
I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.
I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).
They scale to a minimal level... I've always thought the vet dungeons started somewhere it the v4-7 range. If the mobs are v1 they're v1... Will say this, my group rand through and I demolished on the dps... Evil hunter+sap essence with a constant VoB running. We had a few deaths here and there... But never a wipe. It's a lot easier than imiril.
All the Vet dungeons are now V1-V12, they lost their minimum level (this is the intent, at least. It doesn't seem to be working).
That said, we just killed him off, so a change of strategy was enough to make it winnable even with the increased health.
Congrats... Oh, just so you know you have to pull zombies from the room before the bosses to get the achievement... Good luck :-)
Yup, we knew going into it. Managed the achievement just fine.
Even with the higher health scaling, I'm reluctant to say any dungeon is impossible. Hard as heck, yes, but not impossible. But I do still think there's something awry here.
If you use a VR1 as leader it should be an VR1 dungeon, this would solve most of the problem, it would make most dungeons easier. Yes it would also just drop VR1 loot.I agree that there is not enough difference now between regular and vet dungeons. When everything is scaling to VR12, they are all vet dungeons. That is all good when you WANT to run a vet dungeon but sometimes you just want something with less of a challenge. I run with a pretty dedicated group of VR12 and VR14- we aren't going to round up PUGs and leave one of our 4 regulars at the front door just to scale dungeons. Before scaling, we could choose any level of difficulty we want by simply going to different zones. Now, it is all VR12. It has killed a lot of the variety in the game.
thomas.k.grayb14_ESO wrote: »
I did read the thread, and I didn't ask any questions. It's not impossible or even hard, learn mechanics of the fights and stop being "that guy."
deepseamk20b14_ESO wrote: »Not going to bother reading the whole thing. All I read was "to hard" lol.
tordr86b16_ESO wrote: »Please don't nerf the damage from MOOF (Move Out of Fire), not moving out of stuff should KILL you.
liquid_wolf wrote: »I went into a normal dungeon with some VR players, and we couldn't kill the first boss. We were being swarmed by 6 lamias and 4 humanoids as well as the boss. Tempest Island I believe? The pull was simply unreal, and the 1-shot-kill boss mechanic was chewing up my companions.
Pfff. NBs tanking is fine, even in vet COA which is significantly harder than the other vet dungeons.I used to be able to tank as a nightblade, now I think only a DK even stands a chance.
cote-bmsb16_ESO wrote: »SteveCampsOut wrote: »I'm also considering the fact that there are no Dragons in this Age. Where are the dovakin?
ESO is 1,000 years before Skyrim so all the dragons are still dead since Alduin isn't running around raising them yet.