Tonnopesceb16_ESO wrote: »I found the mechanics in wgt really fun to do but sometimes the randomness of this game is crazy, yesterday we spent 30 minutes on the atronach boss due to the portals... damn portals.
On 6 try 4 of them where really nasty, the tank get 8-10 portals at once and while if it appens to me i can easy one shot them as a dd ( even when i tank i switch to full dd for this boss) our tank required 2 attacks to close them and it was to slow, finally in one round i got the portals two times and the heal got the third time and we done it.
The other big issue is Molag kena , ok you start with her and a random atronach pops at the beginning while she ' s doing the windscreen wiper all in the first 30 seconds... come on.
Other rounds is fine but then out of no where she kills tree people at once tank included...
too random imho, the mechanics are not predictable and the " easy mode" is too easy compared to the hard mode.
Is hard ok but is even punishing, a little too much for a 4 man group dungeon, while in the VMSA i'm the only one there, and if i screw up something is my fault, in this dungeons you cannot carry on bad players.
In conclusion i'm ok with the nerf but if you nerf it remove the double undaunted reward.
Bigevilpeter wrote: »Apparently you are all awesome players who can do miracles!! From what i see having played with so many people is that they are not as easy as many of you claim them to be.
Those who claim they can do it as 2 or do it without healer are either maxed out with perfect everything or are just ***.
In both cases that doesn't prove any point.
soon enough i'll find someone saying i can solo vet VMoL its too easy!! LoL
Bigevilpeter wrote: »They don't just require you to know the tactics, but also require massive dps. As a healer I can't control that very much and usually get people with average dps and no matter how much I can heal, eventually things get messy and we die if we can't kill the boss fast enough.
I'd imagine even if I was a good dps I'd need the other one to be also very good and the healer and tank to do their jobs well.
I did beat all of them on hard mode a couple of times, the problem is actually trying to get the items they drop.
Every 5 teams I get one team that can actually do them and even with that we wipe quite a few times and we all have done them before and know the tactics very well, how can I get Kena helm that way let alone spellpower cure set.
I believe that lowering boss healths while making them invulnerable to do a tactic every now and then will fix the dps race this game has become, but its true these dungeon need a slight nerf so that people without the crazy high dps can actually play them or at least do their dailies!!
I developed a profound dislike for vWGT and vICP because they are very unforgiving. If one person in your team makes a small mistake, all the group will die.
I consider myself a casual player. I like a challenge, but these dungeons are just too much for my playstyle. When they are the gold pledge, I (usually) skip them.
I made an exception today because some guildmates requested my help for vWGT. We made it to the final boss, and then we spent 30-45 minutes trying to finish it.
After 10+ wipes, the best we could do is to get her to 18%. In the end, I lost 2 hours for nothing (it was not even fun).
I'm not doing this again (at least before they nerf it). I have other things to do.
If these dungeons are intended for the hardcore players, I think they should at least make another gold pledge for the casual players.
12k dps? Dude that's horrible I do that on my tank build in full tank gear the average dpser should be doing 20k easily if they aren't they have no clue what they are doing join a good guild and don't waste your time with these people it'll drive you to quitting.
@Marktoneth3 wrote: »Some people who play like a year told newbies that everything is easy for them.
LMAO
KoshkaMurka wrote: »@Marktoneth3 wrote: »Some people who play like a year told newbies that everything is easy for them.
LMAO
I beat vCoA after 2 months of playing without any cps (they werent around at that time).
Also I got my first no death as a vampire (and at these times fire debuff used to be 40%).
But you can continue fooling yourself if it makes you feel better.
Marktoneth3 wrote: »Some people who play like a year told newbies that everything is easy for them.
LMAO
Marktoneth3 wrote: »KoshkaMurka wrote: »@Marktoneth3 wrote: »Some people who play like a year told newbies that everything is easy for them.
LMAO
I beat vCoA after 2 months of playing without any cps (they werent around at that time).
Also I got my first no death as a vampire (and at these times fire debuff used to be 40%).
But you can continue fooling yourself if it makes you feel better.
City of Ash is easy bruh If you have a good team.
Bigevilpeter wrote: »The problem with low dps is not that its undoable, its that it takes so long and the longer you go the more you are bound to make mistakes, and these dungeons are completely unforgiving.
i cant name a single boss thats the main problem, of course some are more difficult than others, but the problem is one mistake and the whole team starts wiping. Faster dps helps a lot with that.
KoshkaMurka wrote: »Bigevilpeter wrote: »The problem with low dps is not that its undoable, its that it takes so long and the longer you go the more you are bound to make mistakes, and these dungeons are completely unforgiving.
i cant name a single boss thats the main problem, of course some are more difficult than others, but the problem is one mistake and the whole team starts wiping. Faster dps helps a lot with that.
With any difficulty optimized build will do better than not optimized.
And yeah, you can wipe with a minmaxed build if youre careless.
Also, please keep in mind that high dps builds are literally glass cannons. They have 16k hp, 0 sustain, and depend on the rotation and group buffs/support. So there's a huge tradeoff for facerolling these dungeons, and not that much room for error.
You're just making assumptions based on videos you saw or maybe players you've met, but how can you judge if you never tried these builds?
In any case, less than 10k dps and more than 30 are extremes. With average dps, average all-around sustain, gear and cps, these dungeons are doable if players are paying attention.
DRXHarbinger wrote: »KoshkaMurka wrote: »Bigevilpeter wrote: »The problem with low dps is not that its undoable, its that it takes so long and the longer you go the more you are bound to make mistakes, and these dungeons are completely unforgiving.
i cant name a single boss thats the main problem, of course some are more difficult than others, but the problem is one mistake and the whole team starts wiping. Faster dps helps a lot with that.
With any difficulty optimized build will do better than not optimized.
And yeah, you can wipe with a minmaxed build if youre careless.
Also, please keep in mind that high dps builds are literally glass cannons. They have 16k hp, 0 sustain, and depend on the rotation and group buffs/support. So there's a huge tradeoff for facerolling these dungeons, and not that much room for error.
You're just making assumptions based on videos you saw or maybe players you've met, but how can you judge if you never tried these builds?
In any case, less than 10k dps and more than 30 are extremes. With average dps, average all-around sustain, gear and cps, these dungeons are doable if players are paying attention.
That's not true at all. My Sorc has 840 recovery and with no sustain you'd never be flawless like me, glass cannon well ward handles that. NBs spam heals 24/7 and hit like trucks and have siphoning, DKs well proper DKs know how to convert magika into stamina and gain magika back, seems like your groups are awful and just don't know to how to self sustain.
Glass cannon ftw, faster burn = faster rewards. If you want to struggle in and spend 30mins killing the overfiend then go for it
Tonnopesceb16_ESO wrote: »I found the mechanics in wgt really fun to do but sometimes the randomness of this game is crazy, yesterday we spent 30 minutes on the atronach boss due to the portals... damn portals.
On 6 try 4 of them where really nasty, the tank get 8-10 portals at once and while if it appens to me i can easy one shot them as a dd ( even when i tank i switch to full dd for this boss) our tank required 2 attacks to close them and it was to slow, finally in one round i got the portals two times and the heal got the third time and we done it.
The other big issue is Molag kena , ok you start with her and a random atronach pops at the beginning while she ' s doing the windscreen wiper all in the first 30 seconds... come on.
Other rounds is fine but then out of no where she kills tree people at once tank included...
too random imho, the mechanics are not predictable and the " easy mode" is too easy compared to the hard mode.
Is hard ok but is even punishing, a little too much for a 4 man group dungeon, while in the VMSA i'm the only one there, and if i screw up something is my fault, in this dungeons you cannot carry on bad players.
In conclusion i'm ok with the nerf but if you nerf it remove the double undaunted reward.
The Inhibitor spawns more portals the more time goes by, the number isn't random. Portals also have what, like 4k health I think? Typically a tank uses some dps gear there(as you don't really need a tank) or something in order to be able to kill them faster. Alternatively, now that they removed the pinion DoT you could just have the tank hold Inhibitor full time(with someone taking her off him for the blue phase, then tank grabbing it again) pretty much - the person having agro there never gets portals. Also when she falls low on health she starts spawning crazy numbers of portals but you also get 2 people able to close them, not just one so that helps.
Kena mechanics are a little weird right now. I'm not sure if the stage overlap you get very frequently now is intended. Wall of lightning+atro? Had that happen maaaany times, it does hurt. I kind of like the challenge sometimes but I'm not even sure it's intended, there have never been any mentions of it in the patch notes or anything. This used to never happen before TG, she'd always finish one mechanic before starting another.
I don't think she's capable of killing "3 people at once" though, my guess is you got killed by DoT(or perhaps sweeped back to into the fire? There is that wonderful bug where you get knocked back by her frontal cone aoe even if you block). It really does hurt but you can avoid it or shield it off if you're magicka build(I'm not sure if it can be purified, too?)
EDIT: Imo the only fight that could really use less RNG is Warden. That one can be extremely painful even with a good team if RNG gods decide to hate you that day. Most other fights' mechanics are 100% predictable/counterable.
Good for you, but I don't have time for this.I developed a profound dislike for vWGT and vICP because they are very unforgiving. If one person in your team makes a small mistake, all the group will die.
I consider myself a casual player. I like a challenge, but these dungeons are just too much for my playstyle. When they are the gold pledge, I (usually) skip them.
I made an exception today because some guildmates requested my help for vWGT. We made it to the final boss, and then we spent 30-45 minutes trying to finish it.
After 10+ wipes, the best we could do is to get her to 18%. In the end, I lost 2 hours for nothing (it was not even fun).
I'm not doing this again (at least before they nerf it). I have other things to do.
If these dungeons are intended for the hardcore players, I think they should at least make another gold pledge for the casual players.
The first time I did tower it took us 5 1/2 hours, we got stuck on kena for half of that time. Now we clear tower in under 30 mins and I've 3 manned it on hard mode. It's just practise and group synergy, nothing special.
Find a team and stick with them, learn each others strength, don't go in there with a random group everytime, fail and then complain it's too hard, because it's not, it just requires a small amount of coordination.
And you already have 8 other pledges for casual players...
Tonnopesceb16_ESO wrote: »Tonnopesceb16_ESO wrote: »I found the mechanics in wgt really fun to do but sometimes the randomness of this game is crazy, yesterday we spent 30 minutes on the atronach boss due to the portals... damn portals.
On 6 try 4 of them where really nasty, the tank get 8-10 portals at once and while if it appens to me i can easy one shot them as a dd ( even when i tank i switch to full dd for this boss) our tank required 2 attacks to close them and it was to slow, finally in one round i got the portals two times and the heal got the third time and we done it.
The other big issue is Molag kena , ok you start with her and a random atronach pops at the beginning while she ' s doing the windscreen wiper all in the first 30 seconds... come on.
Other rounds is fine but then out of no where she kills tree people at once tank included...
too random imho, the mechanics are not predictable and the " easy mode" is too easy compared to the hard mode.
Is hard ok but is even punishing, a little too much for a 4 man group dungeon, while in the VMSA i'm the only one there, and if i screw up something is my fault, in this dungeons you cannot carry on bad players.
In conclusion i'm ok with the nerf but if you nerf it remove the double undaunted reward.
The Inhibitor spawns more portals the more time goes by, the number isn't random. Portals also have what, like 4k health I think? Typically a tank uses some dps gear there(as you don't really need a tank) or something in order to be able to kill them faster. Alternatively, now that they removed the pinion DoT you could just have the tank hold Inhibitor full time(with someone taking her off him for the blue phase, then tank grabbing it again) pretty much - the person having agro there never gets portals. Also when she falls low on health she starts spawning crazy numbers of portals but you also get 2 people able to close them, not just one so that helps.
Kena mechanics are a little weird right now. I'm not sure if the stage overlap you get very frequently now is intended. Wall of lightning+atro? Had that happen maaaany times, it does hurt. I kind of like the challenge sometimes but I'm not even sure it's intended, there have never been any mentions of it in the patch notes or anything. This used to never happen before TG, she'd always finish one mechanic before starting another.
I don't think she's capable of killing "3 people at once" though, my guess is you got killed by DoT(or perhaps sweeped back to into the fire? There is that wonderful bug where you get knocked back by her frontal cone aoe even if you block). It really does hurt but you can avoid it or shield it off if you're magicka build(I'm not sure if it can be purified, too?)
EDIT: Imo the only fight that could really use less RNG is Warden. That one can be extremely painful even with a good team if RNG gods decide to hate you that day. Most other fights' mechanics are 100% predictable/counterable.
It was not our guild top team doing it i was with my stamplar with 16k of health the tank was our pure melee dude the other dd have some problems with the portals, the heal was really good, but even when we go with the top team where i usually tank we have some issues with the atronach portals and with the kena randomness.
Is not an easy mode dungeon and is fine like this but some rebalance will allow everyone in my guild to do it and is fine i believe .
I personally find icp more easy that wgt. Except for two bosses (the big fat flash atronac and the stop people with the poo) the rest is really easy.
Tonnopesceb16_ESO wrote: »Tonnopesceb16_ESO wrote: »I found the mechanics in wgt really fun to do but sometimes the randomness of this game is crazy, yesterday we spent 30 minutes on the atronach boss due to the portals... damn portals.
On 6 try 4 of them where really nasty, the tank get 8-10 portals at once and while if it appens to me i can easy one shot them as a dd ( even when i tank i switch to full dd for this boss) our tank required 2 attacks to close them and it was to slow, finally in one round i got the portals two times and the heal got the third time and we done it.
The other big issue is Molag kena , ok you start with her and a random atronach pops at the beginning while she ' s doing the windscreen wiper all in the first 30 seconds... come on.
Other rounds is fine but then out of no where she kills tree people at once tank included...
too random imho, the mechanics are not predictable and the " easy mode" is too easy compared to the hard mode.
Is hard ok but is even punishing, a little too much for a 4 man group dungeon, while in the VMSA i'm the only one there, and if i screw up something is my fault, in this dungeons you cannot carry on bad players.
In conclusion i'm ok with the nerf but if you nerf it remove the double undaunted reward.
The Inhibitor spawns more portals the more time goes by, the number isn't random. Portals also have what, like 4k health I think? Typically a tank uses some dps gear there(as you don't really need a tank) or something in order to be able to kill them faster. Alternatively, now that they removed the pinion DoT you could just have the tank hold Inhibitor full time(with someone taking her off him for the blue phase, then tank grabbing it again) pretty much - the person having agro there never gets portals. Also when she falls low on health she starts spawning crazy numbers of portals but you also get 2 people able to close them, not just one so that helps.
Kena mechanics are a little weird right now. I'm not sure if the stage overlap you get very frequently now is intended. Wall of lightning+atro? Had that happen maaaany times, it does hurt. I kind of like the challenge sometimes but I'm not even sure it's intended, there have never been any mentions of it in the patch notes or anything. This used to never happen before TG, she'd always finish one mechanic before starting another.
I don't think she's capable of killing "3 people at once" though, my guess is you got killed by DoT(or perhaps sweeped back to into the fire? There is that wonderful bug where you get knocked back by her frontal cone aoe even if you block). It really does hurt but you can avoid it or shield it off if you're magicka build(I'm not sure if it can be purified, too?)
EDIT: Imo the only fight that could really use less RNG is Warden. That one can be extremely painful even with a good team if RNG gods decide to hate you that day. Most other fights' mechanics are 100% predictable/counterable.
It was not our guild top team doing it i was with my stamplar with 16k of health the tank was our pure melee dude the other dd have some problems with the portals, the heal was really good, but even when we go with the top team where i usually tank we have some issues with the atronach portals and with the kena randomness.
Is not an easy mode dungeon and is fine like this but some rebalance will allow everyone in my guild to do it and is fine i believe .
I personally find icp more easy that wgt. Except for two bosses (the big fat flash atronac and the stop people with the poo) the rest is really easy.
There is nothing random in the kena fight...maybe the attronachs spawn. But hey, shouldn't be that big of a deal.
Tonnopesceb16_ESO wrote: »Tonnopesceb16_ESO wrote: »Tonnopesceb16_ESO wrote: »I found the mechanics in wgt really fun to do but sometimes the randomness of this game is crazy, yesterday we spent 30 minutes on the atronach boss due to the portals... damn portals.
On 6 try 4 of them where really nasty, the tank get 8-10 portals at once and while if it appens to me i can easy one shot them as a dd ( even when i tank i switch to full dd for this boss) our tank required 2 attacks to close them and it was to slow, finally in one round i got the portals two times and the heal got the third time and we done it.
The other big issue is Molag kena , ok you start with her and a random atronach pops at the beginning while she ' s doing the windscreen wiper all in the first 30 seconds... come on.
Other rounds is fine but then out of no where she kills tree people at once tank included...
too random imho, the mechanics are not predictable and the " easy mode" is too easy compared to the hard mode.
Is hard ok but is even punishing, a little too much for a 4 man group dungeon, while in the VMSA i'm the only one there, and if i screw up something is my fault, in this dungeons you cannot carry on bad players.
In conclusion i'm ok with the nerf but if you nerf it remove the double undaunted reward.
The Inhibitor spawns more portals the more time goes by, the number isn't random. Portals also have what, like 4k health I think? Typically a tank uses some dps gear there(as you don't really need a tank) or something in order to be able to kill them faster. Alternatively, now that they removed the pinion DoT you could just have the tank hold Inhibitor full time(with someone taking her off him for the blue phase, then tank grabbing it again) pretty much - the person having agro there never gets portals. Also when she falls low on health she starts spawning crazy numbers of portals but you also get 2 people able to close them, not just one so that helps.
Kena mechanics are a little weird right now. I'm not sure if the stage overlap you get very frequently now is intended. Wall of lightning+atro? Had that happen maaaany times, it does hurt. I kind of like the challenge sometimes but I'm not even sure it's intended, there have never been any mentions of it in the patch notes or anything. This used to never happen before TG, she'd always finish one mechanic before starting another.
I don't think she's capable of killing "3 people at once" though, my guess is you got killed by DoT(or perhaps sweeped back to into the fire? There is that wonderful bug where you get knocked back by her frontal cone aoe even if you block). It really does hurt but you can avoid it or shield it off if you're magicka build(I'm not sure if it can be purified, too?)
EDIT: Imo the only fight that could really use less RNG is Warden. That one can be extremely painful even with a good team if RNG gods decide to hate you that day. Most other fights' mechanics are 100% predictable/counterable.
It was not our guild top team doing it i was with my stamplar with 16k of health the tank was our pure melee dude the other dd have some problems with the portals, the heal was really good, but even when we go with the top team where i usually tank we have some issues with the atronach portals and with the kena randomness.
Is not an easy mode dungeon and is fine like this but some rebalance will allow everyone in my guild to do it and is fine i believe .
I personally find icp more easy that wgt. Except for two bosses (the big fat flash atronac and the stop people with the poo) the rest is really easy.
There is nothing random in the kena fight...maybe the attronachs spawn. But hey, shouldn't be that big of a deal.
So you are telling me that when she spawns the lightning and tree atronach in a row, or when you can take her to 80% without no mechanics or when the atronach spawn right in the head of the target is not ruled by RNG gods?
Good for you, but I don't have time for this.I developed a profound dislike for vWGT and vICP because they are very unforgiving. If one person in your team makes a small mistake, all the group will die.
I consider myself a casual player. I like a challenge, but these dungeons are just too much for my playstyle. When they are the gold pledge, I (usually) skip them.
I made an exception today because some guildmates requested my help for vWGT. We made it to the final boss, and then we spent 30-45 minutes trying to finish it.
After 10+ wipes, the best we could do is to get her to 18%. In the end, I lost 2 hours for nothing (it was not even fun).
I'm not doing this again (at least before they nerf it). I have other things to do.
If these dungeons are intended for the hardcore players, I think they should at least make another gold pledge for the casual players.
The first time I did tower it took us 5 1/2 hours, we got stuck on kena for half of that time. Now we clear tower in under 30 mins and I've 3 manned it on hard mode. It's just practise and group synergy, nothing special.
Find a team and stick with them, learn each others strength, don't go in there with a random group everytime, fail and then complain it's too hard, because it's not, it just requires a small amount of coordination.
And you already have 8 other pledges for casual players...
I'm not asking for a nerf, I'm asking for an alternative gold key when these dungeons are the pledges.
dimensional wrote: »nordsavage wrote: »If you cannot break 15k dps you need to rethink things.
Or maybe you just don't have the gear, or are on the lower end of the veteran spectrum? Remember, these vet dungeons are supposed to be meant for all veteran rank characters, but the gulf of power between a VR1 and a VR 16 is still huge, even with the scaling. Gear is a huge factor. I'd like to be able to some more of the vet dungeons on my lower level vet characters but the numbers difference is huge.
Bigevilpeter wrote: »They don't just require you to know the tactics, but also require massive dps. As a healer I can't control that very much and usually get people with average dps and no matter how much I can heal, eventually things get messy and we die if we can't kill the boss fast enough.
I'd imagine even if I was a good dps I'd need the other one to be also very good and the healer and tank to do their jobs well.
I did beat all of them on hard mode a couple of times, the problem is actually trying to get the items they drop.
Every 5 teams I get one team that can actually do them and even with that we wipe quite a few times and we all have done them before and know the tactics very well, how can I get Kena helm that way let alone spellpower cure set.
I believe that lowering boss healths while making them invulnerable to do a tactic every now and then will fix the dps race this game has become, but its true these dungeon need a slight nerf so that people without the crazy high dps can actually play them or at least do their dailies!!
Bigevilpeter wrote: »but its true these dungeon need a slight nerf so that people without the crazy high dps can actually play them or at least do their dailies!!
I developed a profound dislike for vWGT and vICP because they are very unforgiving. If one person in your team makes a small mistake, all the group will die.
I consider myself a casual player. I like a challenge, but these dungeons are just too much for my playstyle. When they are the gold pledge, I (usually) skip them.
I made an exception today because some guildmates requested my help for vWGT. We made it to the final boss, and then we spent 30-45 minutes trying to finish it.
After 10+ wipes, the best we could do is to get her to 18%. In the end, I lost 2 hours for nothing (it was not even fun).
I'm not doing this again (at least before they nerf it). I have other things to do.
If these dungeons are intended for the hardcore players, I think they should at least make another gold pledge for the casual players.