
s7732425ub17_ESO wrote: »Was this changed? It used to be 4 adds per wave and you could kill them pretty quickly.
Is this a scaling issue or a 1.5/1.6 issue? in other words, were able to clear this in 1.5 and having trouble last night after the 1.6 patch?
As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves.
nerevarine1138 wrote: »Is this a scaling issue or a 1.5/1.6 issue? in other words, were able to clear this in 1.5 and having trouble last night after the 1.6 patch?
As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves.
I'm also interested to hear this, because VR Spindle seemed to have balanced the adds to be much more manageable.
On an entirely unrelated note, what graphical settings are you running, OP? That screenshot looks like something from Morrowind.
nerevarine1138 wrote: »Is this a scaling issue or a 1.5/1.6 issue? in other words, were able to clear this in 1.5 and having trouble last night after the 1.6 patch?
As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves.
I'm also interested to hear this, because VR Spindle seemed to have balanced the adds to be much more manageable.
On an entirely unrelated note, what graphical settings are you running, OP? That screenshot looks like something from Morrowind.
Personofsecrets wrote: »s7732425ub17_ESO wrote: »Was this changed? It used to be 4 adds per wave and you could kill them pretty quickly.
You are looking at multiple waves of adds. They were taking a long time to kill and we eventually gave up on the pledge.
Personofsecrets wrote: »nerevarine1138 wrote: »Is this a scaling issue or a 1.5/1.6 issue? in other words, were able to clear this in 1.5 and having trouble last night after the 1.6 patch?
As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves.
I'm also interested to hear this, because VR Spindle seemed to have balanced the adds to be much more manageable.
On an entirely unrelated note, what graphical settings are you running, OP? That screenshot looks like something from Morrowind.
I'm playing on the lowest setting I can. I don't really take offense at the question.
I also updated this as I did this again with a different group and had no issue. Some people are having a seriously hard time though and I'm wondering why.
Personofsecrets wrote: »s7732425ub17_ESO wrote: »Was this changed? It used to be 4 adds per wave and you could kill them pretty quickly.
You are looking at multiple waves of adds. They were taking a long time to kill and we eventually gave up on the pledge.
It sounds like ZOS didn't adjust the timing of the Dungeon Adds to account for their greater health vs the lower DPS we have now. It's taking longer than in 1.5 to kill the same mob adds so they may need to increase the time between adds.
One of the things I noticed while on last night was it takes longer to kill things with 1.6 even with CP added. It's going to take a while before people get enough CP to make up the difference so imo dungeons should be adjusted a little.
Hello @ZOS_GinaBruno, was the timing of dungeon mob adds discussed with the increase of mob health and us not being able to kill things as fast as 1.5? This could be a real issue on Boss fights with mobs being summoned too soon over whelming groups. The timing wouldn't need to be adjusted alot, just a little in most cases.
Is this a scaling issue or a 1.5/1.6 issue? in other words, were you able to clear this in 1.5 and having trouble last night after the 1.6 patch?
As a sorc I use shattering prison to CC the spheres and keep range. If they get to close to you its almost impossible to see let alone dodge the ricochet waves. Most groups don't emphasize the spheres enough. Again as a Sorc I focus entirely on the spheres and let my atronach do the damage to the boss.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
jluceyub17_ESO wrote: »@nerevarine1138 No need to dump on us minimum graphic setting players. Some of remember DAoC and Morrowind fondly enough to emulate them graphically on ESO.
have had this on 1.5 allready the guardian has all thre phases quite often simultanious wich is horrible to heal through and sometimes up to 20 minions per spawn phase... farming my helmet prior to the patch was the pest... my guildies wanted to lynch me for forcing them doing this horribly buged encounter.
Personofsecrets wrote: »have had this on 1.5 allready the guardian has all thre phases quite often simultanious wich is horrible to heal through and sometimes up to 20 minions per spawn phase... farming my helmet prior to the patch was the pest... my guildies wanted to lynch me for forcing them doing this horribly buged encounter.
The only comment I have on this is that when the flamethrower lingers into poison the the fight is even harder for melee dps. That combined with taunting Grobul and the Engine Guardian make me believe that some of the fights were not well thought out at their inception.
nerevarine1138 wrote: »Personofsecrets wrote: »have had this on 1.5 allready the guardian has all thre phases quite often simultanious wich is horrible to heal through and sometimes up to 20 minions per spawn phase... farming my helmet prior to the patch was the pest... my guildies wanted to lynch me for forcing them doing this horribly buged encounter.
The only comment I have on this is that when the flamethrower lingers into poison the the fight is even harder for melee dps. That combined with taunting Grobul and the Engine Guardian make me believe that some of the fights were not well thought out at their inception.
The issue here seems to be melee DPS, as in people who are exclusively melee. Any DPS running veteran content should have at least a minimal ranged ability, because there are plenty of fights that require players to stay at a distance.