Monsters in Normal versions of dungeons have had their health increased to the correct levels
As you can already tell their "simple tweak" of only adjusting hp numbers did backfire and increased the monster damage too - a side-effect which they themselves didn't account for.Hey Folks,
A bit of a mea culpa here. We did erroneously adjusted the damage of normal dungeons higher than intended and will be bringing them back in line with the next incremental. They should be adjusted back to the health and power levels from OneTamriel Launch.
Thanks for all the feedback and we apologize for the unexpected spike in difficulty.
That part reads as if 2.6.5 tweaked monster damage - which it didn't.Monsters in Normal Dungeons have had their power reduced, and boss monsters have had their health slightly increased
Hey Folks,
A bit of a mea culpa here. We did erroneously adjusted the damage of normal dungeons higher than intended and will be bringing them back in line with the next incremental. They should be adjusted back to the health and power levels from OneTamriel Launch.
Thanks for all the feedback and we apologize for the unexpected spike in difficulty.
daedalusAI wrote: »(...)
For people who didn't follow that scaling issue: for the week between patch 2.6.5 and 2.6.6 normal dungeons were unplayable because impossible to finish for low-level player eligible to queue for dungeons according to their level.
(...)
daedalusAI wrote: »(...)
For people who didn't follow that scaling issue: for the week between patch 2.6.5 and 2.6.6 normal dungeons were unplayable because impossible to finish for low-level player eligible to queue for dungeons according to their level.
(...)
IMHO this is clearly a l2p git gud issue. I have been to multiple group dungeons (parts I and II) and I barely noticed any difference.
The game brought a lot of new players and as well as people that left the game for a while, of course they will need to ajust and learn and relearn the game, problem is that the casual-scrolls online are just soo annoying and vocal. They complain just about everything instead of learning the game. Look at this Thread for example where the player comes with a lot of negativity just because he got insta killed by a group boss.
It's very sad that ZOS chose to listen these awful and twisted feedback and nerfed the group dungeons with the 2.6.6. Even tho it's clearly a l2p issue. They clearly step back and say it was a bug to decrease the colateral damage that these players were creating.
daedalusAI wrote: »(...)
For people who didn't follow that scaling issue: for the week between patch 2.6.5 and 2.6.6 normal dungeons were unplayable because impossible to finish for low-level player eligible to queue for dungeons according to their level.
(...)
IMHO this is clearly a l2p git gud issue. I have been to multiple group dungeons (parts I and II) and I barely noticed any difference.
The game brought a lot of new players and as well as people that left the game for a while, of course they will need to ajust and learn and relearn the game, problem is that the casual-scrolls online are just soo annoying and vocal. They complain just about everything instead of learning the game. Look at this Thread for example where the player comes with a lot of negativity just because he got insta killed by a group boss.
It's very sad that ZOS chose to listen these awful and twisted feedback and nerfed the group dungeons with the 2.6.6. Even tho it's clearly a l2p issue. They clearly step back and say it was a bug to decrease the colateral damage that these players were creating.
Reorx_Holybeard wrote: »So the issue with mob's damage in Normal dungeons seemed to mostly with the original Veteran Dungeons that were made into normal versions for One Tamriel. The original Normal Dungeons seemed fine, or least the issue was much less pronounced.
Looking into today's changes in v2.6.6 and the patch notes don't really give all the details. It looks like damage in most Normal dungeons were reduced in all versions to a point that was similar to normal dungeons prior to One Tamriel. Hit points of all mobs, trash and bosses, were adjusted both up and down. Main boss HP went up as much as 50% and mini-boss/trash HP when down as much as 40%.
Normal Darkshade II
I tried soloing this one a few days ago when it was the pledge and just getting past the first bunch of trash mobs was difficult and the first boss (Fallen Foreman) was impossible. Trash mobs hit for up to 5k and the boss attacks were above 10k. Trash HP seemed excessive and/or mob resistance was very high.
Post v2.6.6 however and this seems to have returned to a "normal" difficulty and I had no trouble soloing trash packs or the first boss. Trash went down very quickly though I don't have exact values of HP/resistances pre and post patch.
Normal Vaults of Madness
I soloed this dungeon a lot after One Tamriel's release and it was not that difficult though it appears the difficulty has been reduced even further in v2.6.6. Boss and trash damage has been reduced noticeably. HP values of trash/mini bosses has been reduced (some a lot) and boss HP has been increased as little as listed below:
- Necromancer Trash = 54k HP pre-patch / 26k HP post-patch
- Watcher = 198k / 118k
- Banekin = 44k / 26k
- Flame Atronach = 56k / 33k
- Cursed One = 370k / 314k
- Ulgura = 990k / 1414k
- Death's Head = 693k / 589k
- Grothgar = 990k / 1262k
- Achaeraizur = 369k / 314k
- Ancient One = 690k / 589k
- Iskra = 990k / 1262k
- Mad Architect = 1118k / 1515k
I don't have exact resistances from pre-2.6.6 but it feels like all mobs/bosses are taking more damage in normals and going down faster but that might just be due to most trash and some bosses having a lot less HP.
daedalusAI wrote: »(...)
For people who didn't follow that scaling issue: for the week between patch 2.6.5 and 2.6.6 normal dungeons were unplayable because impossible to finish for low-level player eligible to queue for dungeons according to their level.
(...)
IMHO this is clearly a l2p git gud issue. I have been to multiple group dungeons (parts I and II) and I barely noticed any difference.
The game brought a lot of new players and as well as people that left the game for a while, of course they will need to ajust and learn and relearn the game, problem is that the casual-scrolls online are just soo annoying and vocal. They complain just about everything instead of learning the game. Look at this Thread for example where the player comes with a lot of negativity just because he got insta killed by a group boss.
It's very sad that ZOS chose to listen these awful and twisted feedback and nerfed the group dungeons with the 2.6.6. Even tho it's clearly a l2p issue. They clearly step back and say it was a bug to decrease the colateral damage that these players were creating.
@Milvan Just so you totally understand. Normal dungeons should be where people learn to git gud. They are normal dungeons.. not vet. Some mobs were actually doing more damage in normal than in vet. Normal modes of something should not be doing more damage than their harder option. Mobs doing more damage in normal version than in veteran difficulty is not a l2p git gud issue. This is not people just saying they were too hard, mobs were actually hitting harder in normal mode than in vet.
daedalusAI wrote: »(...)
For people who didn't follow that scaling issue: for the week between patch 2.6.5 and 2.6.6 normal dungeons were unplayable because impossible to finish for low-level player eligible to queue for dungeons according to their level.
(...)
IMHO this is clearly a l2p git gud issue. I have been to multiple group dungeons (parts I and II) and I barely noticed any difference.
The game brought a lot of new players and as well as people that left the game for a while, of course they will need to ajust and learn and relearn the game, problem is that the casual-scrolls online are just soo annoying and vocal. They complain just about everything instead of learning the game. Look at this Thread for example where the player comes with a lot of negativity just because he got insta killed by a group boss.
It's very sad that ZOS chose to listen these awful and twisted feedback and nerfed the group dungeons with the 2.6.6. Even tho it's clearly a l2p issue. They clearly step back and say it was a bug to decrease the colateral damage that these players were creating.
@Milvan Just so you totally understand. Normal dungeons should be where people learn to git gud. They are normal dungeons.. not vet. Some mobs were actually doing more damage in normal than in vet. Normal modes of something should not be doing more damage than their harder option. Mobs doing more damage in normal version than in veteran difficulty is not a l2p git gud issue. This is not people just saying they were too hard, mobs were actually hitting harder in normal mode than in vet.
Myself, I played most of dungeons, both in normal and vet and I cannot confirm that "mobs were actually hitting harder in normal mode than in vet". I have done a lot of them especially with my low-levels toons and friends and never I faced such issues.
Yes, they did buff the group dungeons, but I think it's alright because prior 1T, there barely gave any learning experience becasue they ere utterly easy. Currently, prior 2.6.6 players could at learn one thing or two from the bosses. Now with 2.6.6 we are probably going back to the same casual-solo-scrolls content. Which really saddens me.
daedalusAI wrote: »(...)
For people who didn't follow that scaling issue: for the week between patch 2.6.5 and 2.6.6 normal dungeons were unplayable because impossible to finish for low-level player eligible to queue for dungeons according to their level.
(...)
IMHO this is clearly a l2p git gud issue. I have been to multiple group dungeons (parts I and II) and I barely noticed any difference.
The game brought a lot of new players and as well as people that left the game for a while, of course they will need to ajust and learn and relearn the game, problem is that the casual-scrolls online are just soo annoying and vocal. They complain just about everything instead of learning the game. Look at this Thread for example where the player comes with a lot of negativity just because he got insta killed by a group boss.
It's very sad that ZOS chose to listen these awful and twisted feedback and nerfed the group dungeons with the 2.6.6. Even tho it's clearly a l2p issue. They clearly step back and say it was a bug to decrease the colateral damage that these players were creating.
@Milvan Just so you totally understand. Normal dungeons should be where people learn to git gud. They are normal dungeons.. not vet. Some mobs were actually doing more damage in normal than in vet. Normal modes of something should not be doing more damage than their harder option. Mobs doing more damage in normal version than in veteran difficulty is not a l2p git gud issue. This is not people just saying they were too hard, mobs were actually hitting harder in normal mode than in vet.
Myself, I played most of dungeons, both in normal and vet and I cannot confirm that "mobs were actually hitting harder in normal mode than in vet". I have done a lot of them especially with my low-levels toons and friends and never I faced such issues.
Yes, they did buff the group dungeons, but I think it's alright because prior 1T, there barely gave any learning experience becasue they ere utterly easy. Currently, prior 2.6.6 players could at learn one thing or two from the bosses. Now with 2.6.6 we are probably going back to the same casual-solo-scrolls content. Which really saddens me.
@milvan I wasn't sure if you would see this so I actually sent a link showing how some normal mobs were actually hitting harder than the vet versions.
https://forums.elderscrollsonline.com/en/discussion/comment/3437852/#Comment_3437852
For anyone else that would like to see.
ZOS_Finn Made this comment earlier (concerning the suddenly hard hitting normal mobs)
https://forums.elderscrollsonline.com/en/discussion/comment/3440337/#Comment_3440337Hey Folks,
A bit of a mea culpa here. We did erroneously adjusted the damage of normal dungeons higher than intended and will be bringing them back in line with the next incremental. They should be adjusted back to the health and power levels from OneTamriel Launch.
Thanks for all the feedback and we apologize for the unexpected spike in difficulty.
(emphasis by me)
Did anyone check the health of bosses during all these steps? Maybe today's patch notes is reducing power (from current, which was hitting too hard), and increasing health (which maybe never happened... instead of more health.. more damage was added?) I'm not sure as I didn't actually pay attention to boss health between One Tamriel and the last Patch.
daedalusAI wrote: »(...)
For people who didn't follow that scaling issue: for the week between patch 2.6.5 and 2.6.6 normal dungeons were unplayable because impossible to finish for low-level player eligible to queue for dungeons according to their level.
(...)
IMHO this is clearly a l2p git gud issue. I have been to multiple group dungeons (parts I and II) and I barely noticed any difference.
The game brought a lot of new players and as well as people that left the game for a while, of course they will need to ajust and learn and relearn the game, problem is that the casual-scrolls online are just soo annoying and vocal. They complain just about everything instead of learning the game. Look at this Thread for example where the player comes with a lot of negativity just because he got insta killed by a group boss.
It's very sad that ZOS chose to listen these awful and twisted feedback and nerfed the group dungeons with the 2.6.6. Even tho it's clearly a l2p issue. They clearly step back and say it was a bug to decrease the colateral damage that these players were creating.
@Milvan Just so you totally understand. Normal dungeons should be where people learn to git gud. They are normal dungeons.. not vet. Some mobs were actually doing more damage in normal than in vet. Normal modes of something should not be doing more damage than their harder option. Mobs doing more damage in normal version than in veteran difficulty is not a l2p git gud issue. This is not people just saying they were too hard, mobs were actually hitting harder in normal mode than in vet.
Myself, I played most of dungeons, both in normal and vet and I cannot confirm that "mobs were actually hitting harder in normal mode than in vet". I have done a lot of them especially with my low-levels toons and friends and never I faced such issues.
Yes, they did buff the group dungeons, but I think it's alright because prior 1T, there barely gave any learning experience becasue they ere utterly easy. Currently, prior 2.6.6 players could at learn one thing or two from the bosses. Now with 2.6.6 we are probably going back to the same casual-solo-scrolls content. Which really saddens me.
@milvan I wasn't sure if you would see this so I actually sent a link showing how some normal mobs were actually hitting harder than the vet versions.
https://forums.elderscrollsonline.com/en/discussion/comment/3437852/#Comment_3437852
For anyone else that would like to see.
I just got your mail. Indeed, this specific case reported seems like an issue, but I'm pretty sure that it doesn't apply to all dungeons (I have run normal and vet FG1 and normal and vet selene web and lot yesterday and I can confirm that this specific issue doesn't apply to them).
The fix addressed in 2.6.6 doesn't seem do fix this specific issue, but it just a overall nerf to all dungeons (even the ones that didn't have the normal>Vet problem).
Like I said, I'm at work, maybe they did get a blanket nerf rather than just fixing what was a bug. I just wanted you to know that for some dungeons.. it was a legit bug and not a l2p issue
ZOS_Finn Made this comment earlier (concerning the suddenly hard hitting normal mobs)
https://forums.elderscrollsonline.com/en/discussion/comment/3440337/#Comment_3440337Hey Folks,
A bit of a mea culpa here. We did erroneously adjusted the damage of normal dungeons higher than intended and will be bringing them back in line with the next incremental. They should be adjusted back to the health and power levels from OneTamriel Launch.
Thanks for all the feedback and we apologize for the unexpected spike in difficulty.
(emphasis by me)
Did anyone check the health of bosses during all these steps? Maybe today's patch notes is reducing power (from current, which was hitting too hard), and increasing health (which maybe never happened... instead of more health.. more damage was added?) I'm not sure as I didn't actually pay attention to boss health between One Tamriel and the last Patch.
With 2.6.5, we actually adjusted non-boss monsters up in Health and reduced the Bosses down a bit. The quoted change above reverts that so that bosses will have more health but hit less hard.
There was a legit bug that affected every dungeon that I tested, and from what I've heard from other people (and from what was implied by Finn) it was most likely all of them. It sure would be nice if people would actually check these things before shutting down the people who are struggling thanks to the bugs with stupid "git gud" comments...Like I said, I'm at work, maybe they did get a blanket nerf rather than just fixing what was a bug. I just wanted you to know that for some dungeons.. it was a legit bug and not a l2p issue
I acknowledged that now comrade. Indeed, it seems there is a legit bug affecting some dungeons.
|
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 |
daedalusAI wrote: »ZOS_Finn Made this comment earlier (concerning the suddenly hard hitting normal mobs)
https://forums.elderscrollsonline.com/en/discussion/comment/3440337/#Comment_3440337Hey Folks,
A bit of a mea culpa here. We did erroneously adjusted the damage of normal dungeons higher than intended and will be bringing them back in line with the next incremental. They should be adjusted back to the health and power levels from OneTamriel Launch.
Thanks for all the feedback and we apologize for the unexpected spike in difficulty.
(emphasis by me)
Did anyone check the health of bosses during all these steps? Maybe today's patch notes is reducing power (from current, which was hitting too hard), and increasing health (which maybe never happened... instead of more health.. more damage was added?) I'm not sure as I didn't actually pay attention to boss health between One Tamriel and the last Patch.
With 2.6.5, we actually adjusted non-boss monsters up in Health and reduced the Bosses down a bit. The quoted change above reverts that so that bosses will have more health but hit less hard.
Damn do I despise such generalized answers.
Is it so hard to provide actual numbers?
Still no idea how the damage of every monster including bosses was adjusted - or if I even should believe you that you did so after that 2.6.5. debacle.
daedalusAI wrote: »ZOS_Finn Made this comment earlier (concerning the suddenly hard hitting normal mobs)
https://forums.elderscrollsonline.com/en/discussion/comment/3440337/#Comment_3440337Hey Folks,
A bit of a mea culpa here. We did erroneously adjusted the damage of normal dungeons higher than intended and will be bringing them back in line with the next incremental. They should be adjusted back to the health and power levels from OneTamriel Launch.
Thanks for all the feedback and we apologize for the unexpected spike in difficulty.
(emphasis by me)
Did anyone check the health of bosses during all these steps? Maybe today's patch notes is reducing power (from current, which was hitting too hard), and increasing health (which maybe never happened... instead of more health.. more damage was added?) I'm not sure as I didn't actually pay attention to boss health between One Tamriel and the last Patch.
With 2.6.5, we actually adjusted non-boss monsters up in Health and reduced the Bosses down a bit. The quoted change above reverts that so that bosses will have more health but hit less hard.
Damn do I despise such generalized answers.
Is it so hard to provide actual numbers?
Still no idea how the damage of every monster including bosses was adjusted - or if I even should believe you that you did so after that 2.6.5. debacle.
There was a legit bug that affected every dungeon that I tested, and from what I've heard from other people (and from what was implied by Finn) it was most likely all of them. It sure would be nice if people would actually check these things before shutting down the people who are struggling thanks to the bugs with stupid "git gud" comments...Like I said, I'm at work, maybe they did get a blanket nerf rather than just fixing what was a bug. I just wanted you to know that for some dungeons.. it was a legit bug and not a l2p issue
I acknowledged that now comrade. Indeed, it seems there is a legit bug affecting some dungeons.
Show me your data @Milvan. The only way to compare is to see how much damage the exact same mobs using the same attacks did to a character with the same resistance. I tested using a naked character going and getting killed by the same mobs in the non-vet and vet versions of the same dungeon. I was consistently finding the mobs on non-vet were doing roughly 30% additional damage compared to the mobs on vet, although the mobs on vet had more health. What was your testing methodology?There was a legit bug that affected every dungeon that I tested, and from what I've heard from other people (and from what was implied by Finn) it was most likely all of them. It sure would be nice if people would actually check these things before shutting down the people who are struggling thanks to the bugs with stupid "git gud" comments...Like I said, I'm at work, maybe they did get a blanket nerf rather than just fixing what was a bug. I just wanted you to know that for some dungeons.. it was a legit bug and not a l2p issue
I acknowledged that now comrade. Indeed, it seems there is a legit bug affecting some dungeons.
I have tested many of them, and I can assure that not all of them are affected by it. Also, if you check by the recent post of op, you'll clearly see that it's git gud isse.
|
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 |
daedalusAI wrote: »(...)
For people who didn't follow that scaling issue: for the week between patch 2.6.5 and 2.6.6 normal dungeons were unplayable because impossible to finish for low-level player eligible to queue for dungeons according to their level.
(...)
IMHO this is clearly a l2p git gud issue. I have been to multiple group dungeons (parts I and II) and I barely noticed any difference.
The game brought a lot of new players and as well as people that left the game for a while, of course they will need to ajust and learn and relearn the game, problem is that the casual-scrolls online are just soo annoying and vocal. They complain just about everything instead of learning the game. Look at this Thread for example where the player comes with a lot of negativity just because he got insta killed by a group boss.
It's very sad that ZOS chose to listen these awful and twisted feedback and nerfed the group dungeons with the 2.6.6. Even tho it's clearly a l2p issue. They clearly step back and say it was a bug to decrease the colateral damage that these players were creating.
magnusthorek wrote: »
If they had time to show up in the forums to post that means they are following the subject and this not as quick as post a simple answer so, with a bit more effort, more details could be provided as well.
Show me your data @Milvan. The only way to compare is to see how much damage the exact same mobs using the same attacks did to a character with the same resistance. I tested using a naked character going and getting killed by the same mobs in the non-vet and vet versions of the same dungeon. I was consistently finding the mobs on non-vet were doing roughly 30% additional damage compared to the mobs on vet, although the mobs on vet had more health. What was your testing methodology?There was a legit bug that affected every dungeon that I tested, and from what I've heard from other people (and from what was implied by Finn) it was most likely all of them. It sure would be nice if people would actually check these things before shutting down the people who are struggling thanks to the bugs with stupid "git gud" comments...Like I said, I'm at work, maybe they did get a blanket nerf rather than just fixing what was a bug. I just wanted you to know that for some dungeons.. it was a legit bug and not a l2p issue
I acknowledged that now comrade. Indeed, it seems there is a legit bug affecting some dungeons.
I have tested many of them, and I can assure that not all of them are affected by it. Also, if you check by the recent post of op, you'll clearly see that it's git gud isse.