clocksstoppe wrote: »Let's hear your epic tactics then. And yes, ruined. The other bosses built up a nice experience until the garbage that was the final boss ruined it.
clocksstoppe wrote: »Let's hear your epic tactics then. And yes, ruined. The other bosses built up a nice experience until the garbage that was the final boss ruined it.
1st - What exactly did you struggle with? running backyard? You pick up the light from dead atro (using synergy standing on dead body) then moving within that light you go back to fight pit. There's an ahievement to do that without using the atro light, you can light braziers by coming to them and using synergy.
I dont remember any other "mechaincs" you need to deal with in there.
2nd - Did you expect to faceroll veteran dungeon?
3rd - Other groups (a lot of them actually) didn't have that much of a problems with understanding the mechanics. Maybe problem is not in the dungeon itself? Have you considered this?
4th - If YOUR experience of facerolling veteran dungeon in 1 evening has been ruined by YOUR group, how is that connected to dungeon? It is not ruined in any way.
Personally i think it should have been more harder. Only some of achievements will be challenging (well at least we have that)
Well not everyone is as elitist as you, not everyone plays 16 hours a day and is epic leet at the game. Casual people who just wanna get their daily done are never gonna kill this boss. Your signature says it all tbh, no wonder you got that elitist attitude.
Well not everyone is as elitist as you, not everyone plays 16 hours a day and is epic leet at the game. Casual people who just wanna get their daily done are never gonna kill this boss. Your signature says it all tbh, no wonder you got that elitist attitude.
Contraptions wrote: »I personally don't find the current difficulty very fun. I would rather they tone down the difficulty to WGT and ICP levels, challenging/time consuming enough without being frustrating. I particularly don't like how their idea of challenge is basically to spam damage sponges and one-shots for all bosses. That's like the lowest kind of challenge, quite disappointing really.
Contraptions wrote: »I personally don't find the current difficulty very fun. I would rather they tone down the difficulty to WGT and ICP levels, challenging/time consuming enough without being frustrating. I particularly don't like how their idea of challenge is basically to spam damage sponges and one-shots for all bosses. That's like the lowest kind of challenge, quite disappointing really.
Current dificulty of IC dungeons allows you to complete them without healer with no problem, and if group is "elite" as 4dd. I really wouldnt like these new dungeons to be same faceroll.
Oneshots are best mechanics, because it makes you actually play it. If it doesnt 1shot you, you can ignore it.
Contraptions wrote: »I personally don't find the current difficulty very fun. I would rather they tone down the difficulty to WGT and ICP levels, challenging/time consuming enough without being frustrating. I particularly don't like how their idea of challenge is basically to spam damage sponges and one-shots for all bosses. That's like the lowest kind of challenge, quite disappointing really.
I spent 5 hours yesterday and went through a dps and a healer doing Vet Mazzatun. Got to the last boss. We got her down to 30% 20 times; 8% 4 times, but she would then throw a Totem and then give one of our other players an Acid Trip at the exact same time and because of that, with her constant release of the vines we would all die. We ended up stopping due to actual physical fatigue.
Maybe when everyone has 3600 CP the average player will be on par with the difficulty of the dungeon. But, now I know why the devs never ran the dungeon on Vet mode during any of the live streams, or unless they put themselves in God Mode.
I had seen this post and was concerned about the last boss. We went in with only one person having done it before. It took us three tries - I still don't know what was doing the super damage that wiped us all the first time. It occurs after the boss goes to the ceiling. The next time a couple of us survived and could rez others. It was a challenge to be sure but we made it. Maybe we got lucky.
timidobserver wrote: »I am pretty surprised by this thread. My group wiped once to learn the mechanics and then finished it with little trouble. We were mildly disappointed by how easy the whole dungeon is. Other than the one shot mechanics you have to avoid, the mobs and bosses do very little damage.
IwakuraLain42 wrote: »Did our first run of vetCoS yesterday (couldn't finish it due to time constraints from some players).
First off, this is a fine dungeon, the boss encounters feel fresh and challenging, but not to difficult. The dungeon is very mechanic-oriented, esp. the end boss, the final final encounter has maybe to man mechanics. For the next dungeon maybe put a mechanics less on the end boss and instead put it on the other bosses ? Felt a little bit unbalanced.
Health & Damage of the enemies felt ok, although a few enemies very surprisingly tough (Bone Marrows in the boss fight for example).
Our healer complained about problems healing at the end boss, is there actually a debuff that we missed (execpt for the draining spheres) ? Draining spheres are annoying, but easily avoided.
Our biggest problem is when she moves up and you have to stand still till she comes back down. The telegraph showing you when to dodge is still very hard to see, esp. when playing it on a Console and the TV is a few meters back from the player. Even when when you know what to look for this is easily missed, combined with the less then stellar dodge implementation in the Controller GUI (where have to press Block+Action). While true for a few other telegraphs as well in this case (being a one-shot mechanic) this is very annoying. Please enhance the visual representation of the telegraph.
All in all, a very entertaining dungeon, even if we didn't finished it on the first try.
Think those orbs put a heal debuff on you. Felt like it was them anyway.
With her going in the air, your controller rumbles. That's how I knew to move.
IwakuraLain42 wrote: »Think those orbs put a heal debuff on you. Felt like it was them anyway.
Sound plausible, maybe the green orbs put a damage debuff on you ? Might explain the problems I had with burning some of the adds ...With her going in the air, your controller rumbles. That's how I knew to move.
Never had any rumble from my controller in the game (PS4) for the last year. Maybe there's some option I've missed, will look tonight. Thanks for the tip.
IwakuraLain42 wrote: »Our biggest problem is when she moves up and you have to stand still till she comes back down. The telegraph showing you when to dodge is still very hard to see, esp. when playing it on a Console and the TV is a few meters back from the player.
IwakuraLain42 wrote: »Our biggest problem is when she moves up and you have to stand still till she comes back down. The telegraph showing you when to dodge is still very hard to see, esp. when playing it on a Console and the TV is a few meters back from the player.
I don't know how does it look on console but I assume that it's the same as on PC. So you don't want to wait for the red circle to appear in order to dodge roll when the boss is about to come back down. In most cases, especially on hardmode, the red circle is just too late to react properly. Immediately before the red circle you hear a sound of... "falling/crushing rocks" and also you can see some kind of a "cloud of dirt" appearing. That's the time to move. I always roll dodge when I hear that sound (it's before the red circle) and I'm always alive.