I dissagree. Wgt and icp difficulty is something that was missing in this game. Im actually quite dissapointed that they nerfed the mob dmg in the 1st place a while back. The only thing bad with the dungeons is the ridiculous set drop rates and the lack of a token system to justify said drop rates
Brasseurfb16_ESO wrote: »I dissagree. Wgt and icp difficulty is something that was missing in this game. Im actually quite dissapointed that they nerfed the mob dmg in the 1st place a while back. The only thing bad with the dungeons is the ridiculous set drop rates and the lack of a token system to justify said drop rates
My problem with the city is not the difficulty from the ennemies themself, it is as easy as any dungeons. What I hate is the fact every monster are just sacks of HP. Especialy those flesh golems which puts a lot of pressure on your team because if your team doesn't have the meta DpS build you whipe because of a cheap enrage mechanic. That's not difficulty but gear/build check...
The second boss could also be a lot more manadgeable if the synergy on those poison sacks was actualy appearing the moment you step on it, not 3sec after you have adjusted your cursor. Because during those 3sec I could do something usefull instead...
Brasseurfb16_ESO wrote: »I dissagree. Wgt and icp difficulty is something that was missing in this game. Im actually quite dissapointed that they nerfed the mob dmg in the 1st place a while back. The only thing bad with the dungeons is the ridiculous set drop rates and the lack of a token system to justify said drop rates
My problem with the city is not the difficulty from the ennemies themself, it is as easy as any dungeons. What I hate is the fact every monster are just sacks of HP. Especialy those flesh golems which puts a lot of pressure on your team because if your team doesn't have the meta DpS build you whipe because of a cheap enrage mechanic. That's not difficulty but gear/build check...
The second boss could also be a lot more manadgeable if the synergy on those poison sacks was actualy appearing the moment you step on it, not 3sec after you have adjusted your cursor. Because during those 3sec I could do something usefull instead...
Have a sorc (if you have one) on the side with three doors, have them streaking between those doors and worry about nothing else. Have your healer on the other side dealing with the two doors there. Have your tank and spare DPS dealing with the boss and the any atronachs that spawn - bear in mind that you can use the bombs on the atros as well.
Easy.
Brasseurfb16_ESO wrote: »Brasseurfb16_ESO wrote: »I dissagree. Wgt and icp difficulty is something that was missing in this game. Im actually quite dissapointed that they nerfed the mob dmg in the 1st place a while back. The only thing bad with the dungeons is the ridiculous set drop rates and the lack of a token system to justify said drop rates
My problem with the city is not the difficulty from the ennemies themself, it is as easy as any dungeons. What I hate is the fact every monster are just sacks of HP. Especialy those flesh golems which puts a lot of pressure on your team because if your team doesn't have the meta DpS build you whipe because of a cheap enrage mechanic. That's not difficulty but gear/build check...
The second boss could also be a lot more manadgeable if the synergy on those poison sacks was actualy appearing the moment you step on it, not 3sec after you have adjusted your cursor. Because during those 3sec I could do something usefull instead...
Have a sorc (if you have one) on the side with three doors, have them streaking between those doors and worry about nothing else. Have your healer on the other side dealing with the two doors there. Have your tank and spare DPS dealing with the boss and the any atronachs that spawn - bear in mind that you can use the bombs on the atros as well.
Easy.
See that's my problem again, meta comp exemple. Oh if you can't do it take a sorcerer because they have streak... We didn't had any sorcerers and I was the most mobile in the team, so I did the poison sacks... And I couldn't deal with it because I lost too much time trying to get the synergy working!
The issue doesn't reside in the difficulty, but the lack of responsiveness in the mechanics they are asking you to use in that fight, how hard is it to understand I just want the fight to feel more responsive?
Was responsive enough for me. Responsive enough that we did it as soon as we figured out the mechanic.
Having said that, synergies in general need looking at. But I don't think this is a game breaking issue tbh.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Why do people expect to run through the dungeon the first time like there wont be issues. If the difficulty is too hard maybe start with Normal mode.