Waffennacht wrote: »When normal mobs hit harder then vet mobs, it's not a L2P issue.Tonnopesce wrote: »Tonnopesce wrote: »Maybe, just maybe you where doing the dungeons at low CP before one tamriel ( if you are 120, the dungeon was scaling at 120), now with one tamriel everything is at 160 CP and maybe this is the reason why a sub-optimal build like yours don't work anymore.
Maybe, just maybe you should read the previous replys first before commenting. Since when do you need 160CP to complete normal dungeons? I don't believe it's ESO's intention to ban anyone pre-160 out of the dungeons completely.
O ok so you are telling me that a bad build can carry you around anywhere... And that a 30% more damage done by the mobs is the excuse for someone to not be able to complete dungeons.
Today i have done fungal grotto 1 in Both vet/hm and normal with a 4 dd's group and except for one dead at the last boss everything went fine.
My dps is bad, i can push only 20-22k but i know how to do the dd, someone who goes in dungeons heavy + skoria and pretend to do the dps maybe have some problems with the mechanics, not only with his build.
Where did I tell you a bad build will carry you around? I even stated before that even if you're running a bad build there's no way a whole group should be one-shotted. It's not about running a good or bad build, it's about mobs in normal dungeons are hitting too hard compared to before, and even compared to vet mode.
Good for you that you've done all modes of fungal, congratulations. Still, a normal version of fungal shouldn't be as hard as the vet version of it.Next to that, if you're running 20-22k dps, I wouldn't consider that bad at all, it's above average definitely.
Sorry but 20k dps is below average to average at best. 30k is the new norm, while some can hit upwards of 50k.
To OP: get some 531 friends, that should help
So, how are the dungeons for everyone else? Just curious...
ZOS_GinaBruno wrote: »We're currently planning to have this fixed in the next incremental patch; just testing the fix for it now. Sorry about that!
OK, so for the sake of experimenting and comparison, just now I went into Crypt of Hearts 2 on normal and on veteran and ran in to die to the first group of mobs on both.
I made sure that I had no gear equipped for either death so that it would be a fair comparison with no worrying about whether my gear was degraded on one or the other.
Here's what happened on veteran mode:
Here's the Combat Metrics report for it:
And now here's what happened on normal mode:
And here's the Combat Metrics report for it:
So I didn't die to the exact same things in both, but there were 2 attack types that were common between them. The Quick Shot attacks and the Shock attacks. Both types of attacks did roughly 31% additional damage on normal mode compared to on veteran mode.
The mobs do seem to have more health on veteran mode than on normal mode, though, with the Spiderkith Enervator (as the randomly selected sample mob) having 136,704 health in the veteran version of the dungeon, and 82,548 health in the normal version of the dungeon.
So it seems like the mobs have roughly 66% additional health in veteran compared to normal, but they do roughly 31% additional damage in normal compared to veteran. This makes very little sense to me.
DeadlyRecluse wrote: »Correct me if Im wrong here... but isnt a version II of any dungeon now vet? If you want normal it has to be set on Wayrest I not Wayrest II.
Not exactly:
Old nonvet story="I" version
Old vet story-"II"
But both versions have a normal and vet mode, which doesn't change story, just difficulty.
So for wayrest there is Wayrest I normal and vet mode, and Wayrest II normal and vet mode. And hardmode's for each final boss, too.
OK, so for the sake of experimenting and comparison, just now I went into Crypt of Hearts 2 on normal and on veteran and ran in to die to the first group of mobs on both.
I made sure that I had no gear equipped for either death so that it would be a fair comparison with no worrying about whether my gear was degraded on one or the other.
Here's what happened on veteran mode:
Here's the Combat Metrics report for it:
And now here's what happened on normal mode:
And here's the Combat Metrics report for it:
So I didn't die to the exact same things in both, but there were 2 attack types that were common between them. The Quick Shot attacks and the Shock attacks. Both types of attacks did roughly 31% additional damage on normal mode compared to on veteran mode.
The mobs do seem to have more health on veteran mode than on normal mode, though, with the Spiderkith Enervator (as the randomly selected sample mob) having 136,704 health in the veteran version of the dungeon, and 82,548 health in the normal version of the dungeon.
So it seems like the mobs have roughly 66% additional health in veteran compared to normal, but they do roughly 31% additional damage in normal compared to veteran. This makes very little sense to me.
It's really shocking(ly sad) what kind of attitude some of the "high-end" players are exhibiting here.
If 30k DPS is the "new norm", as in a requirement for even the lowest tier group content, I suppose a rough estimate of 80% of the player base are not going to be able to do any of said group content anymore, including myself.
(Not saying that I can't complete the normal dungeons in their current state, but my DPS is far from 30. Maybe 20-22ish. Interestingly enough, that has not prevented me from breezing through any of the normal dungeon so far.)
Luckily it's already been confirmed that the insane damage increase was merely a bug.
*facepalm*OK, so for the sake of experimenting and comparison, just now I went into Crypt of Hearts 2 on normal and on veteran and ran in to die to the first group of mobs on both.
I made sure that I had no gear equipped for either death so that it would be a fair comparison with no worrying about whether my gear was degraded on one or the other.
Here's what happened on veteran mode:
Here's the Combat Metrics report for it:
And now here's what happened on normal mode:
And here's the Combat Metrics report for it:
So I didn't die to the exact same things in both, but there were 2 attack types that were common between them. The Quick Shot attacks and the Shock attacks. Both types of attacks did roughly 31% additional damage on normal mode compared to on veteran mode.
The mobs do seem to have more health on veteran mode than on normal mode, though, with the Spiderkith Enervator (as the randomly selected sample mob) having 136,704 health in the veteran version of the dungeon, and 82,548 health in the normal version of the dungeon.
So it seems like the mobs have roughly 66% additional health in veteran compared to normal, but they do roughly 31% additional damage in normal compared to veteran. This makes very little sense to me.
So what your saying is that normal mode hit the player (overall) for ~20% less and the "randomly selected sample mob" had ~40% less health. How exactly are either of these numbers a problem?
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
*facepalm*OK, so for the sake of experimenting and comparison, just now I went into Crypt of Hearts 2 on normal and on veteran and ran in to die to the first group of mobs on both.
I made sure that I had no gear equipped for either death so that it would be a fair comparison with no worrying about whether my gear was degraded on one or the other.
Here's what happened on veteran mode:
Here's the Combat Metrics report for it:
And now here's what happened on normal mode:
And here's the Combat Metrics report for it:
So I didn't die to the exact same things in both, but there were 2 attack types that were common between them. The Quick Shot attacks and the Shock attacks. Both types of attacks did roughly 31% additional damage on normal mode compared to on veteran mode.
The mobs do seem to have more health on veteran mode than on normal mode, though, with the Spiderkith Enervator (as the randomly selected sample mob) having 136,704 health in the veteran version of the dungeon, and 82,548 health in the normal version of the dungeon.
So it seems like the mobs have roughly 66% additional health in veteran compared to normal, but they do roughly 31% additional damage in normal compared to veteran. This makes very little sense to me.
So what your saying is that normal mode hit the player (overall) for ~20% less and the "randomly selected sample mob" had ~40% less health. How exactly are either of these numbers a problem?
No. That's not what I said at all, and it's not what the numbers show. On normal mode they hit for ~31% more than on vet mode.
Let's make it simple, normal mode isn't supposed to require you to have a great build, or be highly skilled, or have friends who are.Waffennacht wrote: »Let's make it simple, the increased difficulty should not prohibit you from completing if you're build is good enough, you're skilled enough, or have friends that are.
Even if its a bug, it's not making a difference to those that are experienced.
Aka, even if there is a bug you still need to improve
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
You can't compare total damage because I didn't get hit by the exact same things. You have to compare the damage for each individual attack. I thought I spelled that out pretty clearly: the attacks that were in common between the 2 were the Quick Shot attacks and the Shock attacks. Both of those did ~31% more damage on normal mode than on vet mode. The total incoming damage includes a big atronach attack on vet that I didn't get hit with on normal.*facepalm*OK, so for the sake of experimenting and comparison, just now I went into Crypt of Hearts 2 on normal and on veteran and ran in to die to the first group of mobs on both.
I made sure that I had no gear equipped for either death so that it would be a fair comparison with no worrying about whether my gear was degraded on one or the other.
Here's what happened on veteran mode:
Here's the Combat Metrics report for it:
And now here's what happened on normal mode:
And here's the Combat Metrics report for it:
So I didn't die to the exact same things in both, but there were 2 attack types that were common between them. The Quick Shot attacks and the Shock attacks. Both types of attacks did roughly 31% additional damage on normal mode compared to on veteran mode.
The mobs do seem to have more health on veteran mode than on normal mode, though, with the Spiderkith Enervator (as the randomly selected sample mob) having 136,704 health in the veteran version of the dungeon, and 82,548 health in the normal version of the dungeon.
So it seems like the mobs have roughly 66% additional health in veteran compared to normal, but they do roughly 31% additional damage in normal compared to veteran. This makes very little sense to me.
So what your saying is that normal mode hit the player (overall) for ~20% less and the "randomly selected sample mob" had ~40% less health. How exactly are either of these numbers a problem?
No. That's not what I said at all, and it's not what the numbers show. On normal mode they hit for ~31% more than on vet mode.
I may just be really off today but does your CM not show 17k inc dmg in vet and 14.2k inc dmg in normal?
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
You can't compare total damage because I didn't get hit by the exact same things. You have to compare the damage for each individual attack. I thought I spelled that out pretty clearly: the attacks that were in common between the 2 were the Quick Shot attacks and the Shock attacks. Both of those did ~31% more damage on normal mode than on vet mode. The total incoming damage includes a big atronach attack on vet that I didn't get hit with on normal.*facepalm*OK, so for the sake of experimenting and comparison, just now I went into Crypt of Hearts 2 on normal and on veteran and ran in to die to the first group of mobs on both.
I made sure that I had no gear equipped for either death so that it would be a fair comparison with no worrying about whether my gear was degraded on one or the other.
Here's what happened on veteran mode:
Here's the Combat Metrics report for it:
And now here's what happened on normal mode:
And here's the Combat Metrics report for it:
So I didn't die to the exact same things in both, but there were 2 attack types that were common between them. The Quick Shot attacks and the Shock attacks. Both types of attacks did roughly 31% additional damage on normal mode compared to on veteran mode.
The mobs do seem to have more health on veteran mode than on normal mode, though, with the Spiderkith Enervator (as the randomly selected sample mob) having 136,704 health in the veteran version of the dungeon, and 82,548 health in the normal version of the dungeon.
So it seems like the mobs have roughly 66% additional health in veteran compared to normal, but they do roughly 31% additional damage in normal compared to veteran. This makes very little sense to me.
So what your saying is that normal mode hit the player (overall) for ~20% less and the "randomly selected sample mob" had ~40% less health. How exactly are either of these numbers a problem?
No. That's not what I said at all, and it's not what the numbers show. On normal mode they hit for ~31% more than on vet mode.
I may just be really off today but does your CM not show 17k inc dmg in vet and 14.2k inc dmg in normal?
Literally the only way you can compare damage is by comparing the individual skills. Because that's how dungeons are scaled. Attack X on mob Y always does Z damage. When they re-scale the dungeons they apply a modifier to the damage. The only reason I got hit with an atronach attack on vet that I didn't get hit with on normal is because a spider attacked me on normal before the atro got a chance to. On vet the atro managed to attack me before the spider did.You can't compare total damage because I didn't get hit by the exact same things. You have to compare the damage for each individual attack. I thought I spelled that out pretty clearly: the attacks that were in common between the 2 were the Quick Shot attacks and the Shock attacks. Both of those did ~31% more damage on normal mode than on vet mode. The total incoming damage includes a big atronach attack on vet that I didn't get hit with on normal.*facepalm*OK, so for the sake of experimenting and comparison, just now I went into Crypt of Hearts 2 on normal and on veteran and ran in to die to the first group of mobs on both.
I made sure that I had no gear equipped for either death so that it would be a fair comparison with no worrying about whether my gear was degraded on one or the other.
Here's what happened on veteran mode:
Here's the Combat Metrics report for it:
And now here's what happened on normal mode:
And here's the Combat Metrics report for it:
So I didn't die to the exact same things in both, but there were 2 attack types that were common between them. The Quick Shot attacks and the Shock attacks. Both types of attacks did roughly 31% additional damage on normal mode compared to on veteran mode.
The mobs do seem to have more health on veteran mode than on normal mode, though, with the Spiderkith Enervator (as the randomly selected sample mob) having 136,704 health in the veteran version of the dungeon, and 82,548 health in the normal version of the dungeon.
So it seems like the mobs have roughly 66% additional health in veteran compared to normal, but they do roughly 31% additional damage in normal compared to veteran. This makes very little sense to me.
So what your saying is that normal mode hit the player (overall) for ~20% less and the "randomly selected sample mob" had ~40% less health. How exactly are either of these numbers a problem?
No. That's not what I said at all, and it's not what the numbers show. On normal mode they hit for ~31% more than on vet mode.
I may just be really off today but does your CM not show 17k inc dmg in vet and 14.2k inc dmg in normal?
I see, this is where we are going to fundamentally disagree. Trying to cut this down into individual npc in a mob is like asking a dps what is single target damage is on the last mob we fought, just not a lot of sense behind it. for mobs its aoe dps outgoing and total damage incoming, unless of course we've all taken it upon ourselves to put taunts on our bar and go single target on each add of the mob??
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Let's make it simple, normal mode isn't supposed to require you to have a great build, or be highly skilled, or have friends who are.
DeadlyRecluse wrote: »
Not exactly:
Old nonvet story="I" version
Old vet story-"II"
But both versions have a normal and vet mode, which doesn't change story, just difficulty.
So for wayrest there is Wayrest I normal and vet mode, and Wayrest II normal and vet mode. And hardmode's for each final boss, too.
Ack. Thats confusing lmao! But ty.
Think we are going to try running one today that we ran yesterday, to test the damage difference.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
DocFrost72 wrote: »Waffennacht wrote: »When normal mobs hit harder then vet mobs, it's not a L2P issue.Tonnopesce wrote: »Tonnopesce wrote: »Maybe, just maybe you where doing the dungeons at low CP before one tamriel ( if you are 120, the dungeon was scaling at 120), now with one tamriel everything is at 160 CP and maybe this is the reason why a sub-optimal build like yours don't work anymore.
Maybe, just maybe you should read the previous replys first before commenting. Since when do you need 160CP to complete normal dungeons? I don't believe it's ESO's intention to ban anyone pre-160 out of the dungeons completely.
O ok so you are telling me that a bad build can carry you around anywhere... And that a 30% more damage done by the mobs is the excuse for someone to not be able to complete dungeons.
Today i have done fungal grotto 1 in Both vet/hm and normal with a 4 dd's group and except for one dead at the last boss everything went fine.
My dps is bad, i can push only 20-22k but i know how to do the dd, someone who goes in dungeons heavy + skoria and pretend to do the dps maybe have some problems with the mechanics, not only with his build.
Where did I tell you a bad build will carry you around? I even stated before that even if you're running a bad build there's no way a whole group should be one-shotted. It's not about running a good or bad build, it's about mobs in normal dungeons are hitting too hard compared to before, and even compared to vet mode.
Good for you that you've done all modes of fungal, congratulations. Still, a normal version of fungal shouldn't be as hard as the vet version of it.Next to that, if you're running 20-22k dps, I wouldn't consider that bad at all, it's above average definitely.
Sorry but 20k dps is below average to average at best. 30k is the new norm, while some can hit upwards of 50k.
To OP: get some 531 friends, that should help
Might wanna come down off that high horse to where the average is 10k ish. Not everyone has gold gear, CP, a proper rotation etc etc.
Now, if you said it is easy to get there with time, resources, and practice? I agree.
OK, so for the sake of experimenting and comparison, just now I went into Crypt of Hearts 2 on normal and on veteran and ran in to die to the first group of mobs on both.
I made sure that I had no gear equipped for either death so that it would be a fair comparison with no worrying about whether my gear was degraded on one or the other.
And here's the Combat Metrics report for it:
gel214thb14_ESO wrote: »OK, so for the sake of experimenting and comparison, just now I went into Crypt of Hearts 2 on normal and on veteran and ran in to die to the first group of mobs on both.
I made sure that I had no gear equipped for either death so that it would be a fair comparison with no worrying about whether my gear was degraded on one or the other.
And here's the Combat Metrics report for it:
What is Combat MEtrics? How do you get this?