2 points
1.) I appreciate the mechanics now of the normal dungeons a bit more,honestly I'm guilty of burning through them.BTW the mad architect's mechanics are hands down awesome!!! It feels like an epic fight.
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 reccomend enough to these guys to slot harness magicka.
Phica_Lovic wrote: »j.murro2ub17_ESO wrote: »Just want to chime in about the "stop attacking" part. The thing is with DPS is that the group expects a certain lvl of DPS and if its not there, they complain " not enough DPS! Kick him!" So the DD is accustomed to play that rotation hard non-stop to maintain that number. The DD cannot stop.
First boss of VoM has a "dps-link" ability. If the DPS continue to burn, the linked person will die. Period. In order to get the, Survivor Achievement, the dps gotta learn to look for that and stop. Same way PVPers don't use certain abilities if a tank is reflecting. Same thing for the first boss on Arx Corinium. He heals based on damage done.
So... regardless, the DD MUST stop.
EDIT: as a healer, I've even been flamed on for not being able to heal through this dps-link ability. When the boss, 1 tank, and 2 dps are all siphoning damage into 1 person, it's simply unheal-able.
One shot mechanis are just lazy game design. The QA team know the mechanic and short cuts.... we have to find them. By the time people learn them ther undaunted is nine and they have their gear they won't be teaching others and won't be back. Now pretty much even as a tank I can't find pledge groups and t1 just dropped for the PC crowd for certain dungeons. People don't want to spend two hours running a single pledge. Dire frost vet 1 boss can heal to full off her aoe. Then you have to start over. It's not the difficulty it's just not that fun.
inf.toniceb17_ESO wrote: »I don't really mind hp buff and one-shot mechanics BUT there should be a good indication that you are about to be hit. Yesterday i played as DD and we couldnt do Spindle HM beacuse there was no idication of her spit. She didnt even bother to turn towards you before the attack. She simply were killing our healer and then both me and other DD without any pattern. Ranged guys with extremely good reaction can survive this maybe but melee DDs are simply SOL. Today i played as healer in Tempest Island and we 2-manned last boss on HM ONLY because tank had 45k (!) hp and could took 2 hits and i kept harness magicka up 100% of time. Both DDs were dead most of the battle because boss kept rushing towards them w/o any warning. If it's gonna stay that way the only solution i see is to use heavy armor with some HP buffs no matter what role you are playing. At least in cases like Spindle 1 HM and Tempest HM. Yes im prolly gonna do about 10k DPS as a DD and my ability to heal/buff will be extremely limited as a healer but at least i'll be able to do something.
Khaos_Bane wrote: »j.murro2ub17_ESO wrote: »Just want to chime in about the "stop attacking" part. The thing is with DPS is that the group expects a certain lvl of DPS and if its not there, they complain " not enough DPS! Kick him!" So the DD is accustomed to play that rotation hard non-stop to maintain that number. The DD cannot stop.
Because really bad DPS is now very very annoying. I am happy to help people out, but sometimes it's just too far. Last night I had a group (vCoA1) with two 400+ DPS. They were both AWFUL. One was a NB in heavy armor light attacking with an occasional acid spray nearly the whole run. The other was a MAG SORC in heavy mostly just doing force pulse. Anyway, the tank and didn't DPS the last boss at all to see how long it would take. It took 17 minutes for the DPS to kill the final boss in vCoA 1.
IMO, that is just ridiculous. People like that should ONLY be playing normal. If you want to play like you want that's fine, but stick to normal if it makes it crappy for the rest of us.
VCoS draconus guy is just silly, he'll one shot me even when he's not next to me a lot of times...Frankly that's the most annoying one shot i've seen.
Things like the Whisperer give an indication at least....that guy just *** spins and instant kills me through 55k HP and 25k Blazing Shield.
Giles.floydub17_ESO wrote: »Edit: a great mechanic for trial boss fights would be a reflective shield going up around the boss where we have to stop damage or kill ourselves but have some requirement during that phase that must occur to get the shield down.
SirCritical wrote: »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).
While this is quite off-topic in this thread, I have a thought that maybe the damage of Selene's bear-attack depends on the armor rating of the attacked char. Because I, a tank, in full heavy with buff died instantly when I was blocking (with full stam a blocking enchants etc.) while I clearly saw some bear attacks againts our light armored DPS, who just survived.
Bad DPS right now is super annoying.
the first boss of Fungal Grotto i think it is; the one with the thing that holds you down with the sword coming down...
I was in a group where 2 DPS couldn't do enough dps to kill one of those mobs......Was the most annoying fight i've ever been in and TOOK forever...
uniq_faznrb18_ESO wrote: »Gonna chime in with an example of a few boss mechanics in another mmo, the secret world or TSW. One of the best mechanics I've come across was a boss called Machine Tyrant.
Lifeburn
The Lifeburn effect is very dangerous in this encounter as it is applied quite often. Every 15 second or so, everyone currently alive will receive 2 stacks of the Lifeburn effect. It will deal a lot of damage if you allow it to stack up.
You have to cleanse it so it doesn't stack too much.
uniq_faznrb18_ESO wrote: »Cleave
The Machine Tyrant’s main attack is a nameless cleave attack that deals damage to everyone in front of it. Consequently, nobody but the tank should be in front of this boss.
uniq_faznrb18_ESO wrote: »Demolish
A large and extremely devastating insta-kill AoE ability that can be impaired or avoided as you see fit.
uniq_faznrb18_ESO wrote: »Shield
This boss is shielded by the large portal tower. In order to deactivate the shield temporarily, make the boss step into the anima pool that appears on random locations on the battlefield. Do not stand in this anima pool yourself as it will gradually kill you, but the tank should lure the boss into stepping into it.
The boss will then lose the shield temporarily. Watch his debuffs to see when the shield is coming back up. STOP ALL ATTACKS if or when the shield comes back up or else you will die. Often the tank will be able to move the boss into new anima pools before it comes up at all, but be cautious.
uniq_faznrb18_ESO wrote: »Firmament Barrage
Large red circles will periodcally appear on the ground and chase a random player. The area inside the circle will continuously be bombarded. Avoid it or you will die. More and more of these will spawn later into the fight and will follow different players.
uniq_faznrb18_ESO wrote: »Wave of Immolation
Well into the fight, the boss will begin to sometimes run to the centre of the battlefield and shoot rockets that will hit extremely many places of the battlefield. You should run to one of the corners in the arena to avoid these attacks as they are extremely hard to avoid since they cover all the ground near him.
The boss will reconsitute his shield after this, so do not attack him again until the tank has successfully moved him across a new anima pool.
uniq_faznrb18_ESO wrote: »It's a big wall of text but basically this boss has four instakill abilities that either the tank, healer or dps has to handle. A shield that reflects all damage done on him, runes on the ground that will chase one of the players and explode one shot, a mass rune on the ground chasing everyone, and a melee aoe.
And this is not even a raid level boss. It's a 5 man dungeon. Boss mechanics can be one shots if it's implemented correctly.
What I wanted to impart is that I agree with the op and having good 5man boss mechanics whets the appetite for really good challenge. Is it hard? Sure. Will you feel accomplished once you've completed the dungeon? Absolutely.
Slayer9292_ESO wrote: »Khaos_Bane wrote: »j.murro2ub17_ESO wrote: »Just want to chime in about the "stop attacking" part. The thing is with DPS is that the group expects a certain lvl of DPS and if its not there, they complain " not enough DPS! Kick him!" So the DD is accustomed to play that rotation hard non-stop to maintain that number. The DD cannot stop.
Because really bad DPS is now very very annoying. I am happy to help people out, but sometimes it's just too far. Last night I had a group (vCoA1) with two 400+ DPS. They were both AWFUL. One was a NB in heavy armor light attacking with an occasional acid spray nearly the whole run. The other was a MAG SORC in heavy mostly just doing force pulse. Anyway, the tank and didn't DPS the last boss at all to see how long it would take. It took 17 minutes for the DPS to kill the final boss in vCoA 1.
IMO, that is just ridiculous. People like that should ONLY be playing normal. If you want to play like you want that's fine, but stick to normal if it makes it crappy for the rest of us.
At least your healer wasn't using a bow and light attacking with it in every fight.
Yes that actually happened to my wife, friend and myself once with a 4th pug healer.
inf.toniceb17_ESO wrote: »I don't really mind hp buff and one-shot mechanics BUT there should be a good indication that you are about to be hit. Yesterday i played as DD and we couldnt do Spindle HM beacuse there was no idication of her spit. She didnt even bother to turn towards you before the attack. She simply were killing our healer and then both me and other DD without any pattern. Ranged guys with extremely good reaction can survive this maybe but melee DDs are simply SOL. Today i played as healer in Tempest Island and we 2-manned last boss on HM ONLY because tank had 45k (!) hp and could took 2 hits and i kept harness magicka up 100% of time. Both DDs were dead most of the battle because boss kept rushing towards them w/o any warning. If it's gonna stay that way the only solution i see is to use heavy armor with some HP buffs no matter what role you are playing. At least in cases like Spindle 1 HM and Tempest HM. Yes im prolly gonna do about 10k DPS as a DD and my ability to heal/buff will be extremely limited as a healer but at least i'll be able to do something.
uniq_faznrb18_ESO wrote: »Gonna chime in with an example of a few boss mechanics in another mmo, the secret world or TSW. One of the best mechanics I've come across was a boss called Machine Tyrant.
...
It's a big wall of text but basically this boss has four instakill abilities that either the tank, healer or dps has to handle. A shield that reflects all damage done on him, runes on the ground that will chase one of the players and explode one shot, a mass rune on the ground chasing everyone, and a melee aoe.
And this is not even a raid level boss. It's a 5 man dungeon. Boss mechanics can be one shots if it's implemented correctly.
What I wanted to impart is that I agree with the op and having good 5man boss mechanics whets the appetite for really good challenge. Is it hard? Sure. Will you feel accomplished once you've completed the dungeon? Absolutely.
AClockworkLime wrote: »Any fight that takes more than 3-5 minutes in small group settings is a fight that is poorly designed.
Long fights are what raids/trials are for, with coordinated groups of practiced players. Dungeons are something to pass the time with a few friends or strangers in order to 'gear up' for raids/trials.
So no, it's not a good thing.
One of the reasons there has to be 1-shot mechanics is because healers are too powerful. With the touch of a button, I can immediately heal two players to full health, with a heal that intelligently selects the two lowest heal players that I don't even have to be facing. Such a super powerful heal doesn't come to me with a long cool down or massive price, it's just so much bang for my buck in almost any other circumstance it would be unfair. That is one of the major problems with ESO. Power creep has come to our heals. I can cast this heal in half a second's notice so in order to make healing any semblance of challenging, in order for there to be the slightest threat of failure enemies must be able to kill a group member in under half a second. 1-shots fit this nicely.
In the current state of (upper end-)game, we NEED 1-shots. This is a symptom of a very big problem, and it has a side-effect of siphoning depth from the game. Here's what healing should be: a full-time position where the designated healer must devote his energies to healing the group members constantly or the group WILL fail. How is this done? Well, it's actually very simple. Heals must be weak. Raising someone to full health must be a time-consuming process (read: longer than .5 seconds) where it is possible to speed that process up with strong heals but with a proportionate mana cost that poses a serious threat to our ability to maintain healing. Mobs can have piddly damage only if we have piddly heals to counter with; in fact, because our heals are so powerful, the dungeon crew decided the needed to ramp up the damage in dungeons.
If you try a normal dungeon with sub-par-geared lowbie, you will be able to see just how big the power gap is between the very top (which can solo that dungeon) and the very bottom/beginning point for new players (who many take an hour on that dungeon). I'd argue that the power gap has become far too great.
There is only one thing, that can kill a very good player.
Either a 1 shot mechanic, or draining their important ressource.
Draining ressources is a super skillless mechanic in my opinion. So I rather have 1 shot mechanics, where I have a chance to avoid it.
Giles.floydub17_ESO wrote: »@WhiteMage
Strength of heals has nothing to do with having one shot mechanics since no heal can heal the dead back to life.
One shot mechanics are a means to teach the developing player (and the lazy player) that they must deal with the mechanics, which includes the tank and dps getting interupts. . Works great since it obvious someone messed up.
As for your super strong BoL not having a cost. It works great in 4 man dungeons where that ans repent are enough. Add regen if desired. However, in 12 man vet trials it becomes evident it does have a high cost and becomes the last heal to use due to its inneffectiveness.