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Vet BC WTF!

Layenem
Layenem
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So is there a reason that block doesn't work at all on the final two main bosses in Vet BC (Imiril and Rilis)? Every other boss in every other dungeon - even all of the other bosses in this one - you can block and mitigate a portion of the damage. But Vet BC, despite putting in several tickets, remains broken. IF this is your intent then you're a bunch of idiots. You already have enough issues with tanks not even being needed in most places so you're going to now make block NOT mitigate damage? It doesn't even register that I'm blocking as ZERO stamina is used.

Need proof? Check link at the bottom.

Imiril hits for 509 without block and, wait for it... 509 WITH block up. Then the final boss is just as bad... At least you can kite Imiril, though it's just a shame that I'd be better off coming in as a DPS rather than a tank.

Currently, I'm done running this ridiculous dungeon with is bad because I LOVE it! It's, in my opinion, the best of the original 6 Vet Dungeons. The mechanics are great and challenge you... Now though, they just SCREAM for a DK Tank to come in and green dragon blood everything.

As you can see from the footage, I receive 509 damage each time I take a hit whether I have block up or not. Also, if you note, stamina does not decrease while a block attempt should have landed. As a result of this, Hist Bark goes off far less than a normal fight though I haven't put together any data, nor will I, to show the loss in effectiveness.

@ZOS_JessicaFolsom‌ can we please get this fixed? It's a simple mechanic that's destroying ANY joy of tanking in this game.

Imiril block failure video: http://www.twitch.tv/layenem/c/5651302
  • Syntse
    Syntse
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    The dungeon is doable but has added hard factor in it because of the blocking not working. IMO it is bug that should be fixed and it is also diminishing my enjoyment of this dungeon.
    Syntse Dominion Khajiit Dragonknight Stamina Tank [50]
    Ra'Syntse Dominion Khajiit Nightblade Magica DPS [50]
    Syntselle Dominion Dark Elf Dragonknight Magica DPS [50]
    Syntseus Dominion Imperial Templar Healer [50]
    Syntsetar Dominion High Elf Sorcerer Magica DPS [50]
    Friar Tuktuk Daggerfall Brenton Templar Healer [50]
    Syntseyn Ebonheart Brenton Nightblade Magica DPS [50]
  • Ahdora
    Ahdora
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    Well i was here yesterday on vet 12, with my VR14 NB as tank ( have 1h/s and heavy armor only on 30 and it was my 1st tanking with NB) and i have no problems with inc dmg. I wipe only thx my mystake when step in to the aoe from whisp at imril but imril alene make me nearly nothing. And on Rilis i have no problem tank bos and 2-3 deadrots at some time. Mebe is something wrong on your side or on your healer, and hit for 500 is not big isue for decent tank and decent healer ( have templar healer and play it more then my nb)

    It's not a matter of it being doable. It's obviously doable.

    The whole point is that block not working is either a broken mechanic, or something that is intended that shouldn't be.
    Edited by Ahdora on December 10, 2014 7:55AM
    Heals With Stick, V11 Argonian Nightblade Healer, NA-EP
  • Layenem
    Layenem
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    Well i was here yesterday on vet 12, with my VR14 NB as tank ( have 1h/s and heavy armor only on 30 and it was my 1st tanking with NB) and i have no problems with inc dmg. I wipe only thx my mystake when step in to the aoe from whisp at imril but imril alene make me nearly nothing. And on Rilis i have no problem tank bos and 2-3 deadrots at some time. Mebe is something wrong on your side or on your healer, and hit for 500 is not big isue for decent tank and decent healer ( have templar healer and play it more then my nb)

    I don't think you're understanding the post. 509 damage isn't killing me. However, the healer is only v6, 509 damage CONSTANTLY going on to the tank won't be something they can sustain.

    On top of that, if you watched the video, you can clearly see I'm at hard cap for armor and JUST shy (less than 1%) of hard cap on spell resist. I'm inclined to believe you have no clue what you're talking about if you think there could possibly be something "on my end" as far as the tanking goes... Block. Isn't. Working.

    And sorcs don't have a strong way to tap tank. We can use a few options but none of them can sustain against the 800 damage MINIMUM hits we take from Imiril and Rilis dude, sorry. 800 per hit, with 3k HP, is a almost 1/3 of my HP per hit, that's not right. That damage is supposed to be mitigated further or only comes if I miss a power attack, things like that.

    And just for the record, for those of you who think Dark Deal is a viable means of "tap tanking" so to speak. It's not. It's only 370ish HP per tick for cost of stamina which leaves you wide open to other attacks. You can "soften" the blow, but only until your stamina runs out. That's hardly viable.

    Now I showed you my vid, if you're claiming it's "so easy" then show me yours or I'm just going to consider your post a fabrication of facts. Anyone can record video, you don't need to stream it.
  • schroed360
    schroed360
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    Tottally agree with OP.This is totally broken.And for those saying it is doable ...yes it is (under 30mn yesterday).But it was not fun since broken and yes a templar healer can sustain you(and still he may have some mana management problem at the end ) But go try to heal that dungeon with any other class ...even with a Dk spamming dragon blood I m really under the impression that it will be impossible.
    I vote for a TANK stroke on Tuesday vet pledge^^.
  • Gyudan
    Gyudan
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    I tanked that boss (and the 3 daedroths) with a sorcerer a few days ago. It was quite easy compared to some other dungeons bosses ... :|
    Wololo.
  • cote-bmsb16_ESO
    cote-bmsb16_ESO
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    I was wondering why Imiriil was being so mean to my guildie's DK (he tanks trials on the reg LoL). My tank died twice & so did my other DPS. It was a struggle to heal for that one fight, but we completed it as v14s.
  • Gyudan
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    Layenem wrote: »
    Now though, they just SCREAM for a DK Tank to come in and green dragon blood everything.
    Kraven wrote: »
    BALANCE ISSUES? When a DK alone can mitigate the damage?

    I'M SORRY WHAT!?!?

    @Kraven: I was refering to those comments about needing a DK tank to complete the dungeon. I should have been clearer, sorry.

    For that fight, tanking the boss himself doesn't matter as much as the 3 daedroths.
    Wololo.
  • Layenem
    Layenem
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    Gyudan wrote: »
    For that fight, tanking the boss himself doesn't matter as much as the 3 daedroths.

    Sure, if your group doesn't have to flee from lightning bolts. But let that boss smack the DPS for 1.2k per hit. Healer has to heal the tank with daedroth(s) AND whoever else is taking damage from the boss. You've lost your mind.

    On top of that, what you're talking about isn't even relevant to the actual issue. It's like the internet is full of people who have this desire to sound smart by contradicting someone else. Well you don't sound smart, you look obstructive to the point being made, which is far from smart.
  • ZOS_The_Adoring_Fan
    Alright, after poking some of the other dungeon designers, we concede that the messaging is unclear in a number of cases.

    So in response to this, multiple boss basic spell projectiles, including Rilis's base attack, have been updated so that they can now be blocked. They have also been scaled to have a slight damage increase. You'll see this change in 1.6's patch notes.

    Some projectiles with special boss mechanics are excluded from this change, and will be able to be blocked on a case-by-case basis as before.

    Dungeon Scaling introduced a number of cases where a boss's damage felt particularly anemic when compared to their peers, so their power was increased. This lead to Rilis in particular becoming more difficult to deal with for some groups with his original mechanics.

    Edit: For clarity, this will only change the "auto attack" that some bosses have which fall in the same category as Rilis's auto attack (base attack) spell projectile from the original post.

    Some of the attacks previously mentioned did not fall into this category, because they involve special mechanics unique to those boss fights, or were categorized as beam attacks, etc. We're still gauging impact of changes to those abilities for now.
    Edited by ZOS_The_Adoring_Fan on December 13, 2014 9:20PM
    Dungeon Team Content Designer - The Elder Scrolls Online
    Staff Post
  • Layenem
    Layenem
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    Alright, after poking some of the other dungeon designers, we concede that the messaging is unclear in a number of cases.

    So in response to this, multiple boss basic spell projectiles, including Rilis's base attack, have been updated so that they can now be blocked. They have also been scaled to have a slight damage increase. You'll see this change in 1.6's patch notes.

    Some projectiles with special boss mechanics are excluded from this change, and will be able to be blocked on a case-by-case basis as before.

    Dungeon Scaling introduced a number of cases where a boss's damage felt particularly anemic when compared to their peers, so their power was increased. This lead to Rilis in particular becoming more difficult to deal with for some groups with his original mechanics.

    BEAUTIFUL! Now that I can figure out my mitigation tactics again Vet BC might be my favorite dungeon again.

    I don't mind the increased damage, it's important to provide a challenge, particularly at its toughest level. It is when the power to perform my role as a tank is completely taken out of my hands and I literally become useless to my group.

    I appreciate the responses and I'm glad to see that the difficulty, along with mechanics, are being corrected and adjusted to continue to provide us PvE group end gamers a challenge!!!
  • Layenem
    Layenem
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    Alright, after poking some of the other dungeon designers, we concede that the messaging is unclear in a number of cases.

    So in response to this, multiple boss basic spell projectiles, including Rilis's base attack, have been updated so that they can now be blocked. They have also been scaled to have a slight damage increase. You'll see this change in 1.6's patch notes.

    Some projectiles with special boss mechanics are excluded from this change, and will be able to be blocked on a case-by-case basis as before.

    Dungeon Scaling introduced a number of cases where a boss's damage felt particularly anemic when compared to their peers, so their power was increased. This lead to Rilis in particular becoming more difficult to deal with for some groups with his original mechanics.

    PS. I was wrong about the Spawn of Mephala's single target ability similar to crystal frags... it is not blockable. So 17 out of 35 lol
  • Xsorus
    Xsorus
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    When we tank both of these bosses we used my archer dk to tank them, I'd apply inner beast and just dodge around avoiding the hits or projectiles with ease. Eventually I moved on to just tank the 3 daemons on the last boss (5 is max I could tank doing this)
  • Merlin13KAGL
    Merlin13KAGL
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    Have not paid enough attention to know if 1.6 has gone live yet or not, tbh.

    However, I do know that BC is still one that likes to glitch out about 25% of the time.

    We did it the other day and Imiril's spawns were happening about twice as often as usual, but we dealt with it.

    When we got to Rilis, lots of neat things happened.

    Healers skill bar went numb - this finally snapped out of it with a /reloadui.

    My personal favorite, which was witnessed by all present, so I know I'm not crazy was this:

    Dropped from the sky - blue curse. Pretty standard fair.

    Since I landed mere feet from the anti-curse of the same color, I stepped in and self cured, eliminating the need to use Purify and save it for the next guy.

    I then ran past Rilis as he was engaged with the tank, enroute to deal with some of his adds.

    As I run by, without the rise and fall, I immediately reacquire the blue curse.

    Two steps later, he lifts me and bestows a red curse on top of that (with blue still ticking away all they up, and all the way down...)

    By the time I got the fall damage on top of dual curses, that run was pretty well over for me until next rez.

    My only regret is that I was not recording at the time, as that's one no one in my group had ever seen, and we've done more than our share of runs.

    Imiril, Praxin...the coders seem to have difficulty handing wave dynamics and keeping them consistent. Add in the glitches and it can get downright painful.

    Regarding block mitigation of projectiles and imbalance!? Have it take 10% off...it's not cancelling the damage intended, but at least it's doing something.

    If they had weapons and shield (you know...armor!?) degrade over time as other armor does, this would take care of itself. It worked (and reasonably so) in the standalones...
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
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