Rhian-Skybladeb16_ESO wrote: »That maybe. I usually use TS for raids (well used in other MMORPGs).
I have no idea how it is on NA servers. Here on the european servers it's pretty hard to find a group. Even within the guilds. So it's PuGs. And most of them don't use TS. If you sort them out, you don't get a group at all *sigh*
Should have gone to NA server...friend told me there's more going on and less issues with bugs.
Always wondered what it would be like to have 5 Warlock, 5 Adroitness set. You would have less spell damage then other sets but could just spam and spam.
Wolfenbelle wrote: »@Rhian-Skybladeb16_ESO, I have to agree with you (the OP) on this one and am somewhat disappointed that so many people who responded here have been dismissive of your concerns. Not only dismissive, but sometimes highly condescending.
If everyone who said these dungeons are "easy" is telling the truth about their experiences, then the game has a severe problem when the range of experiences varies so widely.
I do think many of the veteran dungeons (if not all), Arena and trials are overly difficult. The difficulty is even greater when you have to face a boss and its adds in a very confined space such as I did with a group on Friday. It was a small room with some kind of columns and levers in the center, and cluttered with rocks and stuff to get stuck on. The boss kept flooding the air with poison.
Which brings up another problem with many of these dungeons that bothers me. Almost all fights in them are melee-based. They are AoE and smash-mouthed melee, which leaves little use for a bow and other ranged capabilities. Range is, at best, situational and possibly good for fight starters only.
Except for trials, groups are indeed confined only to four people, one of whom must be dedicated to healing. So really only three people are doing damage against often overwhelming numbers of adds, plus the enemy AoE, plus the boss itself getting into the fight. Often there's even more than one enemy healer.
I'm a vr14 Imperial Templar DPS (bow + 2-handed sword) who can approach nearly 50k total damage in some fights (about 1600k sustained average DPS for a 30 minute fight), but so far I haven't been in a group that has beaten even one veteran dungeon or the arena. (I did a trial only once, but not with this build, so who knows if it would be a better experience the second time around.) I haven't done that 1600k sustained average DPS in every fight, but am capable of it. Problem is, the fight is usually over before there's a chance to do much of anything, let alone high sustained damage.
So far in every veteran dungeon I've tried, people have gotten frustrated after trying time and time again to beat even the first boss, and they give up.
Another problem is the reward at the end is often not worth it even if you do manage to complete the dungeon. Those fancy helms and shoulder pieces are nice, but to get one that fits your build you would have to run the dungeons over and over again. But heck, if I ever am in a group that manages to beat a dungeon, the idea of doing it all over again is just not appealing. So the OP has a very valid point, in my opinion.
Wolfenbelle wrote: »@Rhian-Skybladeb16_ESO, I have to agree with you (the OP) on this one and am somewhat disappointed that so many people who responded here have been dismissive of your concerns. Not only dismissive, but sometimes highly condescending.
If everyone who said these dungeons are "easy" is telling the truth about their experiences, then the game has a severe problem when the range of experiences varies so widely.
I do think many of the veteran dungeons (if not all), Arena and trials are overly difficult. The difficulty is even greater when you have to face a boss and its adds in a very confined space such as I did with a group on Friday. It was a small room with some kind of columns and levers in the center, and cluttered with rocks and stuff to get stuck on. The boss kept flooding the air with poison.
Which brings up another problem with many of these dungeons that bothers me. Almost all fights in them are melee-based. They are AoE and smash-mouthed melee, which leaves little use for a bow and other ranged capabilities. Range is, at best, situational and possibly good for fight starters only.
Except for trials, groups are indeed confined only to four people, one of whom must be dedicated to healing. So really only three people are doing damage against often overwhelming numbers of adds, plus the enemy AoE, plus the boss itself getting into the fight. Often there's even more than one enemy healer.
I'm a vr14 Imperial Templar DPS (bow + 2-handed sword) who can approach nearly 50k total damage in some fights (about 1600k sustained average DPS for a 30 minute fight), but so far I haven't been in a group that has beaten even one veteran dungeon or the arena. (I did a trial only once, but not with this build, so who knows if it would be a better experience the second time around.) I haven't done that 1600k sustained average DPS in every fight, but am capable of it. Problem is, the fight is usually over before there's a chance to do much of anything, let alone high sustained damage.
So far in every veteran dungeon I've tried, people have gotten frustrated after trying time and time again to beat even the first boss, and they give up.
Another problem is the reward at the end is often not worth it even if you do manage to complete the dungeon. Those fancy helms and shoulder pieces are nice, but to get one that fits your build you would have to run the dungeons over and over again. But heck, if I ever am in a group that manages to beat a dungeon, the idea of doing it all over again is just not appealing. So the OP has a very valid point, in my opinion.
The majority of the complaints I hear from higher level content are quite the opposite. Most complain that the fights are too melee unfriendly. Honestly, you gave me a good laugh with that one. Its a comment I did not expect to see.Which brings up another problem with many of these dungeons that bothers me. Almost all fights in them are melee-based. They are AoE and smash-mouthed melee, which leaves little use for a bow and other ranged capabilities. Range is, at best, situational and possibly good for fight starters only.
Rhian-Skybladeb16_ESO wrote: »I do not know if this is just me.
But ever since that dungeon scaling and pledge system has been released, some boss mobs are simply not really doable. At least not by normal players.
Some are doable, but some I find simply impossible to do ever since that new system has been released.
They are too powerful. They deal too much and too fast AoE dmg, that also keeps following. At the same time adds, that deal more damage than the boss mob, are spawned in very fast cycles... at the same time multiple people of your group get webbed, stunned or whatever in very rapid cycles - depend on someone to free them in time - while adds and AoE-Damage follow you around.
In short - it is only a rat race. So much dmg has been dealt, that the group wipes within 2 minutes... maybe we last 5 minutes but then we did not do much dmg to boss, because we were busy killing adds that do even more dmg than the boss.
As I wrote before, some are doable, but some are just insane...
Is this supposed to remain like this or will this be fixed and balanced?
Can only speak for myself. But the current high-end content bores and frustrates me. Don't need that after a stressful day of hard work... I want fun and a real challenge not just some super-ubber-pimped boss mob that can only be done when you are some over-dressed 24/7 player.
Considering the amount of people I have seen leaving over the past weeks, I am probably not alone with that view. But as things are, I am going to join them soon and hope that the next Offline Game from Beth will be better.
It really saddens me to write this, since I had high hopes. I played many MMORPGs for many years - and really had hoped that ESO won't repeat the same mistakes...
That game is not even 1 year old... and it already frustrates at the high-end content with the very same mistakes all the others MMORPGs did over several years... that's a new record.
Wolfenbelle wrote: »@Rhian-Skybladeb16_ESO, I have to agree with you (the OP) on this one and am somewhat disappointed that so many people who responded here have been dismissive of your concerns. Not only dismissive, but sometimes highly condescending.
If everyone who said these dungeons are "easy" is telling the truth about their experiences, then the game has a severe problem when the range of experiences varies so widely.
I do think many of the veteran dungeons (if not all), Arena and trials are overly difficult. The difficulty is even greater when you have to face a boss and its adds in a very confined space such as I did with a group on Friday. It was a small room with some kind of columns and levers in the center, and cluttered with rocks and stuff to get stuck on. The boss kept flooding the air with poison.
Which brings up another problem with many of these dungeons that bothers me. Almost all fights in them are melee-based. They are AoE and smash-mouthed melee, which leaves little use for a bow and other ranged capabilities. Range is, at best, situational and possibly good for fight starters only.
Except for trials, groups are indeed confined only to four people, one of whom must be dedicated to healing. So really only three people are doing damage against often overwhelming numbers of adds, plus the enemy AoE, plus the boss itself getting into the fight. Often there's even more than one enemy healer.
I'm a vr14 Imperial Templar DPS (bow + 2-handed sword) who can approach nearly 50k total damage in some fights (about 1600k sustained average DPS for a 30 minute fight), but so far I haven't been in a group that has beaten even one veteran dungeon or the arena. (I did a trial only once, but not with this build, so who knows if it would be a better experience the second time around.) I haven't done that 1600k sustained average DPS in every fight, but am capable of it. Problem is, the fight is usually over before there's a chance to do much of anything, let alone high sustained damage.
So far in every veteran dungeon I've tried, people have gotten frustrated after trying time and time again to beat even the first boss, and they give up.
Another problem is the reward at the end is often not worth it even if you do manage to complete the dungeon. Those fancy helms and shoulder pieces are nice, but to get one that fits your build you would have to run the dungeons over and over again. But heck, if I ever am in a group that manages to beat a dungeon, the idea of doing it all over again is just not appealing. So the OP has a very valid point, in my opinion.
Ouch.
I really don't like commenting on these nerf threads as I don't want to come across as "dismissive, but sometimes highly condescending" because when it comes to dungeons, I can't help it. Of course, I too used to struggle back when I was first learning the instances. But now that I know the mechanics of the fights, things are much easier. I'm very much open to sharing my knowledge on these mechanics, and I'm even writing guides on all the dungeons (they are wip, but we will have them up soon...)
That being said, the Engine Guardian is an interesting fight. Its a battle of attrition (unless you have balls to the walls dps) where you have to balance movement with your dps (the fire or 'red' phase) and heal through the poison (or green). Or you could pull the levers in the center and end the phase, but honestly, that's harder. You also need to take out those adds quickly, and try to stay out of line of sight of the boss while doing it. His shock attack during the add (or yellow) phase does a lot of damage. The fight can be a bit taxing on your healer, but if they manage their resources well and avoid over-healing they should be fine.
Then again, this is the first time i have heard thisThe majority of the complaints I hear from higher level content are quite the opposite. Most complain that the fights are too melee unfriendly. Honestly, you gave me a good laugh with that one. Its a comment I did not expect to see.Which brings up another problem with many of these dungeons that bothers me. Almost all fights in them are melee-based. They are AoE and smash-mouthed melee, which leaves little use for a bow and other ranged capabilities. Range is, at best, situational and possibly good for fight starters only.
I don't see why you don't like healers... although that seems to be a trend. In my guild I fell like I sometimes give 'unofficial healer therapy' for healers abused by "omg this healer sucks! l2p noob healer! I expect you to heal me even though I stand in red." Please take it easy on your healer. These people are very nice people and are trying hard to compensate for your mistakes. Have some sympathy.
But as to the enemy healers, hard hitting trash, and boss, that's what a tank is for. Until you get to the point where you find dungeons easy, I recommend you always have a healer and a tank. Kill the enemies in order of priority. Healers are always at the top of that list. Learn the mechanics and how to deal with them. Every aoe follows rules that you can learn and play around.
Now, I'm at the point where I do find this stuff easy, so the smallish rewards at the end don't matter much to me. But I certainly can see your perspective after struggling. Now I agree on the validity of the OP complaint, but lessening the difficulty is not the answer imo.
Rhian-Skybladeb16_ESO wrote: »My build as a Sorc:
Magicka 25
Health 35
Stamina 2
HP: 2051 unbuffed -> 2519 buffed
Magicka: 2365 unbuffed -> 2581 buffed and also soft capped
Magicka Regen: 161
Spell Resist: 2269 also soft capped
VR5 Blue or Purple food - depending on what I am supposed to do.
Wearing 5 X Purple Seducer and 4X Mara Set (incl. Staff swap)
Infused, Divine + purple glyph enhancements...
Spell Crit : 30 % - 36 % depening which staff I use.
All my dmg enhancing and dmg dealing spells are maxed and morphed.
Also those of the Mage Guild, and also those of Warrior guild for exra dmg on daedra and undead.
One bar is for healing and staying alive...
The other bar is for damage and debuffing...
AoE didn't do anything to the spider addes btw.
We herded them together. AoEs did not do any dmg. We had to nuke them one by one, that was the only damage they acknowledged.
AoEs, maxed out... even with spell enhancer pots and spells... did nothing at all.
The only spell that really did some dmg was Crystal Fragments and Crushing Shock. Everything else dmg-wise from the sorc line was useless.
Teargrants wrote: »I don't even...
Yes, some dungeons have issues like unblockable bosses now, but crypt of hearts is not one of them. If anything it is one of the easier dungeons now. If your group is running out if resources and dieing because they can't add control, the problem is between keyboard and chair. Every boss fight is basically a brain dead DPS, walk out of the red circle affair in CoH.
Mage light > crit surge > evil hunter > wall of ele > impulse impulse, or crushing shock for single target, ect. There's no reason to use shards, as OP mentioned using them. Shards for DPS is just bad.
And OP, there's no reason for you as a DPS to have a heals bar, that's the job of the healer. That's not conciet, it's crucial that DPS do DPS and leave healing to heals. Otherwise you waste resources with heals and most importantly lose DPS. That's how adds pile up, hurting the group more and putting strain on heals.
Rhian-Skybladeb16_ESO wrote: »I do not know if this is just me.
But ever since that dungeon scaling and pledge system has been released, some boss mobs are simply not really doable. At least not by normal players.
Some are doable, but some I find simply impossible to do ever since that new system has been released.
They are too powerful. They deal too much and too fast AoE dmg, that also keeps following. At the same time adds, that deal more damage than the boss mob, are spawned in very fast cycles... at the same time multiple people of your group get webbed, stunned or whatever in very rapid cycles - depend on someone to free them in time - while adds and AoE-Damage follow you around.
In short - it is only a rat race. So much dmg has been dealt, that the group wipes within 2 minutes... maybe we last 5 minutes but then we did not do much dmg to boss, because we were busy killing adds that do even more dmg than the boss.
Rhian-Skybladeb16_ESO wrote: »
As I wrote before, some are doable, but some are just insane...
Is this supposed to remain like this or will this be fixed and balanced?
Can only speak for myself. But the current high-end content bores and frustrates me. Don't need that after a stressful day of hard work... I want fun and a real challenge not just some super-ubber-pimped boss mob that can only be done when you are some over-dressed 24/7 player.
Considering the amount of people I have seen leaving over the past weeks, I am probably not alone with that view. But as things are, I am going to join them soon and hope that the next Offline Game from Beth will be better.
It really saddens me to write this, since I had high hopes. I played many MMORPGs for many years - and really had hoped that ESO won't repeat the same mistakes...
That game is not even 1 year old... and it already frustrates at the high-end content with the very same mistakes all the others MMORPGs did over several years... that's a new record.
I have never run into anything who is immune to AOE damage inclusive bosses.ThatHappyCat wrote: »Rhian-Skybladeb16_ESO wrote: »Thing is, what to do when none of those AoEs does dmg...
They seem to be immune to AoE dmg. They even resisted Flawless Dawnbreaker :;-(
Also, what bugs me - very often we have two or three webbed players at once.
And that's game over...
I'm getting increasingly skeptical here. The only way you can get more than one webbed player at once is if you don't free webbed people, she only ever webs one person at a time. And the mobs most certainly are not immune to AoE damage.
I'm starting to think you're pulling my leg.
Rhian-Skybladeb16_ESO wrote: »I do not know if this is just me.
But ever since that dungeon scaling and pledge system has been released, some boss mobs are simply not really doable. At least not by normal players.
Some are doable, but some I find simply impossible to do ever since that new system has been released.
They are too powerful. They deal too much and too fast AoE dmg, that also keeps following. At the same time adds, that deal more damage than the boss mob, are spawned in very fast cycles... at the same time multiple people of your group get webbed, stunned or whatever in very rapid cycles - depend on someone to free them in time - while adds and AoE-Damage follow you around.
Rhian-Skybladeb16_ESO wrote: »I do not know if this is just me.
But ever since that dungeon scaling and pledge system has been released, some boss mobs are simply not really doable. At least not by normal players.
Some are doable, but some I find simply impossible to do ever since that new system has been released.
They are too powerful. They deal too much and too fast AoE dmg, that also keeps following. At the same time adds, that deal more damage than the boss mob, are spawned in very fast cycles... at the same time multiple people of your group get webbed, stunned or whatever in very rapid cycles - depend on someone to free them in time - while adds and AoE-Damage follow you around.
In short - it is only a rat race. So much dmg has been dealt, that the group wipes within 2 minutes... maybe we last 5 minutes but then we did not do much dmg to boss, because we were busy killing adds that do even more dmg than the boss.
As I wrote before, some are doable, but some are just insane...
Is this supposed to remain like this or will this be fixed and balanced?
Can only speak for myself. But the current high-end content bores and frustrates me. Don't need that after a stressful day of hard work... I want fun and a real challenge not just some super-ubber-pimped boss mob that can only be done when you are some over-dressed 24/7 player.
Considering the amount of people I have seen leaving over the past weeks, I am probably not alone with that view. But as things are, I am going to join them soon and hope that the next Offline Game from Beth will be better.
It really saddens me to write this, since I had high hopes. I played many MMORPGs for many years - and really had hoped that ESO won't repeat the same mistakes...
That game is not even 1 year old... and it already frustrates at the high-end content with the very same mistakes all the others MMORPGs did over several years... that's a new record.
Didn't really read the rest of thread or really care to--just responding to OP.
I completely agree with you that some of this scaling is off. I did the daily vet CoH pledge with a public group. We were running two dps sorc, tank, and healer attempting to get the optional objective. We ran through the entire dungeon with two wipes as got to the last boss at which point we spent about 3 hours and 30-40 wipes before we beat him.
It was at that point that I realized how ridiculous the mob, AoE, insta-kill moves all were in combination. Taken alone, we were able to avoid all the AoE, resurrect, and dodge insta kill moves AT OUR BEST. When it came to letting those four mobs survive for the optional objective, it threw everything into disarray since they did a ton of damage. My group was all VR14 and I was the only one running through the dungeon for the first time, but even after learning the strategy, there was nothing to do against such high damage. Healer couldn't keep up and tank would die, or healer would get insta killed and then it would be a domino effect... Eventually we got it because the "stars aligned"... But that should not be the definition of a challenge IMO. A challenge should be some interesting game mechanic addition, not overwhelming health and damage buffs.
Anyway, that's my story. I agree with you. It's beatable, but tough for all the wrong reasons.
thomas.k.grayb14_ESO wrote: »The way we do spider boss is as follows:
1. Pair up - Tank with one DPS and Healer with the other DPS. Your new battle buddy is the person you are responsible for keeping an eye on and breaking the web if it applies to them.
2. The person who is being followed by the red circle needs to kite it away from the group.
3. When the adds spawn everyone need to group up and AOE them down.(This only takes a couple seconds.) Things that can help here if you are having trouble are: Templars drop nova for mitigation, Nightblades drop veil for mitigation, Sorcs drop Negate to stun adds DK drop banner for extra DPS on adds. Unless you are a nightblade the only AOE you should be using is impulse.
This fight is extremely easy when you are prepared and know the mechanics.
Further notes:
A good sorc set up for bars is:
Bar 1: Crushing Shock, Crystal Fragments, Critical Surge, Impulse, Inner Light
Ultimate - Flawless Dawnbreaker(never cast it, it's there for C. Shock.)
Bar 2: Mages Wrath, Crystal Fragments, Spell Symmetry, Annulent, Inner Light
Ultimate - Negate(or another ultimate worth casting.)
Rotation is simple:
Above 20%: Keep Critical Surge up as it boosts Crushing shock damage.
Crushing + Light weave until Crystal Fragments procs then use Crystal
Fragments.
Below 20%: Mages Wrath + Light weave. Crystal fragments on Proc.
Gear sets to look at:
3-Piece Soulshine: Jewelry only(2 Rings and Neck)
3/4 Piece Twilights Embrace
3/4 Piece Wise Mage(Aether)- Drops from AA
3 Piece Willows Path
3 Piece Wrath of the Imperium(Destruction Staff+2 Rings)- PVP Drops
Magnus/Seducer/Warlock/Adroitness - If you have resource issues.
Personally I run 4-Piece Aether, 4-Piece Twilight's Embrace, 3-Piece Soulshine.
Another note: Make sure your home PVP server is set to your faction's buff server(unless you have a legitimate reason for not doing this.)