lolo_01b16_ESO wrote: »So you managed to learn how to do the new endgame content within less than one day and still think it's too hard?
As dsa and trials won't scale to v16 I'm very happy to hear, that there is a dungeon that will require some days to learn the new mechanics untill I can do it on a regular basis.
lolo_01b16_ESO wrote: »So you managed to learn how to do the new endgame content within less than one day and still think it's too hard?
As dsa and trials won't scale to v16 I'm very happy to hear, that there is a dungeon that will require some days to learn the new mechanics untill I can do it on a regular basis.
I'm not saying it's too hard for my playstyle or who i play with. I feel like the group I ran it with will be able to complete it with about 5-15 wipes next attempt. I'm saying it will most likely be too much to handle for pick up groups, or players who do not min/max their stats, almost forever. Sort of like SO but just a veteran dungeon, content accessible to more players because group size is 4 instead of 12

lolo_01b16_ESO wrote: »So you managed to learn how to do the new endgame content within less than one day and still think it's too hard?
As dsa and trials won't scale to v16 I'm very happy to hear, that there is a dungeon that will require some days to learn the new mechanics untill I can do it on a regular basis.
I'm not saying it's too hard for my playstyle or who i play with. I feel like the group I ran it with will be able to complete it with about 5-15 wipes next attempt. I'm saying it will most likely be too much to handle for pick up groups, or players who do not min/max their stats, almost forever. Sort of like SO but just a veteran dungeon, content accessible to more players because group size is 4 instead of 12
So veteran White-Gold tower, what an experience. All I can say is any non min/max group will never complete this dungeon.
etc. etc.etc.
So veteran White-Gold tower, what an experience. All I can say is any non min/max group will never complete this dungeon.
etc. etc.etc.
Man, it is Hard Mode for this Dungeon. It should be that way! If you are not good in PvE - you can expirience all story in normal mode. It's all the same story, etc. Yesterday we've made a normal run on template champs (we are EU). And it was compleatable. We haven't try Vet yet, but I guess i would be happy it will perform at least some challenge.
well hot damn I'm getting on the PTS tonight.
Dungeon Dwellers: mount up.
So veteran White-Gold tower, what an experience. All I can say is any non min/max group will never complete this dungeon.
Starts out, reach the first mob group. Notice an enemy with 500k health, we think it's simply a tanky enemy. Nope, this enemy heals all allies around it for about 3% their hp every second with a ground AoE heal. Takes us about 90 seconds to clear a mob group, not even some mini boss. Then we reach the first main boss.
The first main boss took the group over 3 hours to experiment, theorize, and attempt the clear. We wiped about 50 times, mainly from the jailing mechanic. We thought the player took too much damage while being jailed. Eventually we did get it and continued through the dungeon.
Then we met more mobs with the 500k hp enemies in them, which are extremely overpowered in their own right. AoE heal for allies in the area, which almost heals above any dps put through. And this heal can not be interrupted, it is a ground AoE centered on the enemy. Then the other type is a ranger with lethal arrow shots, or the 'tank' which takes about 1/3 damage from all sources for it's 500k health.
We decided to die to mobs and run passed them all while in spirit form. We then reached the next boss right, the 3 dragonknights. This fight was pretty balanced. Except for each of the 3 bosses being able to use a Dragonknight Standard every 15 seconds, which did about 13k per second each. Other than that, it was a great battle, deciding which to focus and which to kite. Took us about 4 tries to complete that fight.
So then we moved on, and decided to revive walk passed all enemies. Then we arrived at the Planar Inhibitor. This boss is ridiculous in its own right. Multiple mechanics, way too many mob spawns if the group is not reactive, and a DoT which does almost 5k per second at highest strength. Heat Stroke is the name of it, and it is ridiculous. Took us about 50 tries to beat it throughout 4 hours.
The dungeon was fun and extremely well done, but the scaling of it is simply too high for any group without a voice chat to complete effectively. We eventually found out the mechanics to the bosses, but any normal group would probably not have the persistence for it.
We reached the final boss and one of our party members consistently crashed during a new mechanic by Molag Kena. So we also couldn't find a dps replacement for this boss, so we had to call it quits there.
My first opinion of this is that no group of players who do not seriously play PvE will complete the dungeon in the near future. This dungeon stomped all over a group of 4 players who have completed Vet DSA in under and hour as well as Sanctum Ophidia hard mode. V16 gear and more champion passives aren't enough for more laid back players to fill the power gap for this dungeon.
Has anyone else passed the 1st boss too? Because at the moment I do not know anyone else outside of my group who has progressed at all in this dungeon
So veteran White-Gold tower, what an experience. All I can say is any non min/max group will never complete this dungeon.
Starts out, reach the first mob group. Notice an enemy with 500k health, we think it's simply a tanky enemy. Nope, this enemy heals all allies around it for about 3% their hp every second with a ground AoE heal. Takes us about 90 seconds to clear a mob group, not even some mini boss. Then we reach the first main boss.
The first main boss took the group over 3 hours to experiment, theorize, and attempt the clear. We wiped about 50 times, mainly from the jailing mechanic. We thought the player took too much damage while being jailed. Eventually we did get it and continued through the dungeon.
Then we met more mobs with the 500k hp enemies in them, which are extremely overpowered in their own right. AoE heal for allies in the area, which almost heals above any dps put through. And this heal can not be interrupted, it is a ground AoE centered on the enemy. Then the other type is a ranger with lethal arrow shots, or the 'tank' which takes about 1/3 damage from all sources for it's 500k health.
We decided to die to mobs and run passed them all while in spirit form. We then reached the next boss right, the 3 dragonknights. This fight was pretty balanced. Except for each of the 3 bosses being able to use a Dragonknight Standard every 15 seconds, which did about 13k per second each. Other than that, it was a great battle, deciding which to focus and which to kite. Took us about 4 tries to complete that fight.
So then we moved on, and decided to revive walk passed all enemies. Then we arrived at the Planar Inhibitor. This boss is ridiculous in its own right. Multiple mechanics, way too many mob spawns if the group is not reactive, and a DoT which does almost 5k per second at highest strength. Heat Stroke is the name of it, and it is ridiculous. Took us about 50 tries to beat it throughout 4 hours.
The dungeon was fun and extremely well done, but the scaling of it is simply too high for any group without a voice chat to complete effectively. We eventually found out the mechanics to the bosses, but any normal group would probably not have the persistence for it.
We reached the final boss and one of our party members consistently crashed during a new mechanic by Molag Kena. So we also couldn't find a dps replacement for this boss, so we had to call it quits there.
My first opinion of this is that no group of players who do not seriously play PvE will complete the dungeon in the near future. This dungeon stomped all over a group of 4 players who have completed Vet DSA in under and hour as well as Sanctum Ophidia hard mode. V16 gear and more champion passives aren't enough for more laid back players to fill the power gap for this dungeon.
Has anyone else passed the 1st boss too? Because at the moment I do not know anyone else outside of my group who has progressed at all in this dungeon
timidobserver wrote: »Go away. Every time something even remotely challenging is added to the game the whining starts until they make it trivial to complete. It is one day after beta launched. Is it really a problem that by the second day you haven't mastered the new dungeons.
timidobserver wrote: »Go away. Every time something even remotely challenging is added to the game the whining starts until they make it trivial to complete. It is one day after beta launched. Is it really a problem that by the second day you haven't mastered the new dungeons.
How am I complaining? I already completed the dungeon.
My opinion is that the power scale is too high for even a slightly uncoordinated group with gold v16 gear and over 500 champ points. Any mistake during a boss will result in a wipe 99% of the time, any. Just like Dark Souls series.
However like I said above, I'm still trying to find out if the normal version of this dungeon is similar to how Dragonstar Arena works (same layout, bosses, most mechanics, plot between normal and vet). Because if that is true then the dungeon is fine how it is now, just a much much harder version of normal. But I still have yet to find this out.
My concern is a large majority of players won't be able to experience the continuation of the story and the plot, similar to how the normal/vet versions of all previous dungeons work.