Drummerx04 wrote: »A valid point, but I wonder if the same one shot mechanic mentality should also apply to full mitigated tanks holding block with 32k health and still dying instantly (selene bear attack).
I suppose in the end expecting the tank to actually dodge a few attacks isn't super unreasonable either, but still. The Possessed Mantikora in vSO - a 12 man veteran trial - doesn't hit as hard as Selene in a 4 man dungeon.
the problem is how long will it take till the CP and gear powercreep will make dungeons burnable like before? that was the main reason they were so easy to do to begin with.
Drummerx04 wrote: »A valid point, but I wonder if the same one shot mechanic mentality should also apply to full mitigated tanks holding block with 32k health and still dying instantly (selene bear attack).
I suppose in the end expecting the tank to actually dodge a few attacks isn't super unreasonable either, but still. The Possessed Mantikora in vSO - a 12 man veteran trial - doesn't hit as hard as Selene in a 4 man dungeon.
Phica_Lovic wrote: »the problem is how long will it take till the CP and gear powercreep will make dungeons burnable like before? that was the main reason they were so easy to do to begin with.
Well gear is still cp160 gear, and can only go up to gold. and 30 pts an update? Maybe a few months to a year? Then they'll just adjust things again, but that's all hypotheticals. I prefer to talk about the present, rather than get upset about potential future updates.
Carbonised wrote: »One shotting and millions of hp bosses are still only covering up the fundamental flaw of this game that consists of no caps and a stack and burn meta that has been here since forever.
And while large hp pools don't bother me too much, I'm not a fan of the various one shotting mechanisms at all. I find them stressful, punishing, and many people will make you feel horrible if you die to them even once or twice.
If I were to redesign the dungeons and their mechanisms, I would focus a lot more on the importance of tactics and intelligent setup.
We have so many different ways to spec now, and it's sort of "anything goes, max DPS is most important". I would rather see some dungeons having heavy resistances. Some to physical, some to fire, some to frost etc. I'm even saying this as a magDK whose only attacks are flame. Everyone has a possibility to switch a few skills around and have an entirely new setup. With my magdk I could use those class skills that are not fire based, I could switch for a frost or lightning staff and use my weapon line, I could eqip a resto staff and go offhealing etc.
Other dungeons would have heavy crit resistances, some would have very high physical resistances, or spell resistances (requiring high penetration), while others would have very little (meaning high penetration would be wasted here). Some would require mostly aoe's while others would require mostly single targets.
The possibilities are many, and with a set up that was more in favour of intelligent tactics and skill/weapon swapping, you would actually have to change your setup for the various dungeons and trials, instead of perhaps changing 1 or 2 skills around at most, and go with your usual 2 bar 5 skill rotation in each and every dungeon in this game. The variety alone would make for a much more enjoyable experience for me than various hoop jumping mechanisms or one shotters.
2.) One shot mechanics I think are a reminder to players from the devs,that the age of glass cannons is coming to an end.I can't recommend enough to these guys to slot harness magicka.
I've been farming for rattlecage lately and my greatest (only?) source of entertainment is watching my group-mates get 1-shotted by either of his two simple mechanics. I don't explain it unless someone explicitly asks for it. All sorts of people have gotten killed, some 500+, but many sub-300. The 500+ players learn real quick that standing wherever is bad while it can take the others a few tries. It's my favorite boss in the game and I never get tried of watching the glass shatter... though I probably shouldn't take so much joy out of watching my group-mates die given I'm the healer.
There was a VO stam DD (who died once) that said "Wow, they added new mechanics to this fight? Awesome!" I laughed telling him there were no new mechanics, he was just used to burning the boss before it ever got a change to appear.
Many excellent changes to the "new" vet dungeons for the most part. It was very nice to see a group that breezed through the dungeon struggle on the hard mode boss in Spindle1 when the periodic stun would 1-shot the dps. It was very refreshing to come up with a strategy on the fly even when the group was so stellar before that point. What we ended up doing is stand at 90 degree angles of the boss and when she would turn to face someone, they dodge to avoid the attack. Worked like a charm.
Phica_Lovic wrote: »Carbonised wrote: »One shotting and millions of hp bosses are still only covering up the fundamental flaw of this game that consists of no caps and a stack and burn meta that has been here since forever.
And while large hp pools don't bother me too much, I'm not a fan of the various one shotting mechanisms at all. I find them stressful, punishing, and many people will make you feel horrible if you die to them even once or twice.
If I were to redesign the dungeons and their mechanisms, I would focus a lot more on the importance of tactics and intelligent setup.
We have so many different ways to spec now, and it's sort of "anything goes, max DPS is most important". I would rather see some dungeons having heavy resistances. Some to physical, some to fire, some to frost etc. I'm even saying this as a magDK whose only attacks are flame. Everyone has a possibility to switch a few skills around and have an entirely new setup. With my magdk I could use those class skills that are not fire based, I could switch for a frost or lightning staff and use my weapon line, I could eqip a resto staff and go offhealing etc.
Other dungeons would have heavy crit resistances, some would have very high physical resistances, or spell resistances (requiring high penetration), while others would have very little (meaning high penetration would be wasted here). Some would require mostly aoe's while others would require mostly single targets.
The possibilities are many, and with a set up that was more in favour of intelligent tactics and skill/weapon swapping, you would actually have to change your setup for the various dungeons and trials, instead of perhaps changing 1 or 2 skills around at most, and go with your usual 2 bar 5 skill rotation in each and every dungeon in this game. The variety alone would make for a much more enjoyable experience for me than various hoop jumping mechanisms or one shotters.
Vet dungeons and vet content should be punishing. I believe that is the point of end-game. No caps and burn meta have little to nothing to do with what I was talking about, and I think you went off on your own tangent about what you'd like to see implemented.
To argue against you, having dungeons with high crit resistances or any resistances at all would render some people useless. They can't respec right there, or maybe they dont want to change around their CP if a random dungeon pops. Some DKs can only use disease, and others can only use flame. What? Have a flame DK with a flame set, carry around a frost staff? NO thanks.
EDIT: People would not only have to carry around new sets that avoid crit or any damage proc at all (flame sets specifically) and people would be constantly learning and re-learning their rotations. Why not just learn to block and dodge roll?
One-Shot mechanics is fine, if only we'd have some counter mechanics we could use against. Roll-dodge isn't best option at least not in all situations. Bash and interrupt seems the best.
A good example is Blackheart Heaven dungeon and the boss First Mate Wavecutter, if tank (or anyone close enough) will not interrupt his attack, boss can wipe all group in one shot. He does this special bending move before attack which can be bashed easily - bot not all people still know that. Yesterday I was a healer in group and had to bash this boss myself once the tank died because he didn't know the mechanics. Even when we killed boss and I explained the rules, tank was surprised he was one-shot. That was his explanation for his death, that he was unable to respond - wrong.
So yes, I like the one-shot mechanics but need a clear knowledge of how to avoid these attacks or what to do to prevent them. Some bosses aren't so predictable like the First Mate Wavecutter, sadly.
DocFrost72 wrote: »Wholehearted agree from me OP. You specifically had me when you said that normal dungeons should not one shot. I get difficulty needs to exist, and that is why we have vet dungeons and hardmode challenges. Normal dungeons (after 1T) are actually a GREAT way to train new players. Teaching them how to read bosses, why not to stand in the stupid, and how to effectively target prioritize in trash packs will serve them, and their eventual group mates, far better than "stack, burn, lol, move on".
There was a VO stam DD (who died once) that said "Wow, they added new mechanics to this fight? Awesome!" I laughed telling him there were no new mechanics, he was just used to burning the boss before it ever got a chance to appear.