In my opinion the last boss needs to be easier in its final stages, and the first two bosses can be made harder to compensate (they were very easy). In particular, the fire damage needs to either not be a 1 shot, or have a way to stop it from happening (like hold the boss in a certain bubble, and the fire gets reflected to not hit anywhere else. But the boss would be invincible while in the bubble so you can't just keep it in there). The shock aoes are difficult and cause chaos, which can be a good thing, but they are avoidable and manageable with enough effort and focus, the fire is just too much.
Additionally, the final boss is not very melee friendly, you need to look way up to be able to actually target it. The targeting area needs to be lower to the ground.
ZOS_GinaBruno wrote: »This is the official feedback thread for the new Trial, Asylum Sanctorium. Specific feedback that the team is looking for includes the following:
- Did you enjoy this new Trial? Yes we did
- What level and build was the character you used? CP 540 Magicka Warden Healer
- Did you make it through the entire Trial? If so, how long did it take you? We got last boss to burn phase but too many glitches
- Was it clear how to activate the different difficulties? Yes
- Which was your favorite boss or moment in this Trial? Last boss trying to figure out the mechanics
- How did the difficulty compare to existing Trials on Normal and Veteran versions? We only attempted normal
- Did you feel the rewards you received was worth the time investment? We did not complete
- Which was your favorite reward that you received? NA
- Do you have any other general feedback? The AOEs that the main boss have do not display properly, it is impossible to tell where some of them are.
DisgracefulMind wrote: »Do you have any other general feedback?
You can't see the AoEs on the NB boss. There needs to be a more clear indicator on it because it ticks for a lot of damage and it's really hard to position the boss and the group. All of the trials have clear indicators for AoEs, and it really doesn't make sense that this boss specifically doesn't have that. It's incredibly frustrating, especially as a healer.
- Did you enjoy this new Trial? It was good until the final 30% of the last boss
- What level and build was the character you used? Max CP Magicka Templar
- Did you make it through the entire Trial? If so, how long did it take you? No, the last boss didn't get below 20%
- Was it clear how to activate the different difficulties? Yes
- Which was your favorite boss or moment in this Trial? The final boss would have been very fun without the OP fire mechanic.
- How did the difficulty compare to existing Trials on Normal and Veteran versions? Way over the top at the last 30% of the last boss. The first two bosses were much easier than other normal trials, and the first 70% of the last boss was about equal to other normal trial final bosses.
- Did you feel the rewards you received was worth the time investment? Not really
- Which was your favorite reward that you received? The emptiness in my soul
- Do you have any other general feedback? The final boss is way OP in its final stages. It needs to be evened out. I don't mind enrage mechanics, but an unavoidable aoe 1 shot dot is too much (especially on normal) obviously people will say "just doge it, or run out of it" the issue is that the telegraph and red circle is so short that you don't have time to actually move out if its aiming for you, and dogging only works sometimes if you do it at the exact right second.
In my opinion the last boss needs to be easier in its final stages, and the first two bosses can be made harder to compensate (they were very easy). In particular, the fire damage needs to either not be a 1 shot, or have a way to stop it from happening (like hold the boss in a certain bubble, and the fire gets reflected to not hit anywhere else. But the boss would be invincible while in the bubble so you can't just keep it in there). The shock aoes are difficult and cause chaos, which can be a good thing, but they are avoidable and manageable with enough effort and focus, the fire is just too much.
Additionally, the final boss is not very melee friendly, you need to look way up to be able to actually target it. The targeting area needs to be lower to the ground.
James-Wayne wrote: »
- Did you enjoy this new Trial? It was good until the final 30% of the last boss
- What level and build was the character you used? Max CP Magicka Templar
- Did you make it through the entire Trial? If so, how long did it take you? No, the last boss didn't get below 20%
- Was it clear how to activate the different difficulties? Yes
- Which was your favorite boss or moment in this Trial? The final boss would have been very fun without the OP fire mechanic.
- How did the difficulty compare to existing Trials on Normal and Veteran versions? Way over the top at the last 30% of the last boss. The first two bosses were much easier than other normal trials, and the first 70% of the last boss was about equal to other normal trial final bosses.
- Did you feel the rewards you received was worth the time investment? Not really
- Which was your favorite reward that you received? The emptiness in my soul
- Do you have any other general feedback? The final boss is way OP in its final stages. It needs to be evened out. I don't mind enrage mechanics, but an unavoidable aoe 1 shot dot is too much (especially on normal) obviously people will say "just doge it, or run out of it" the issue is that the telegraph and red circle is so short that you don't have time to actually move out if its aiming for you, and dogging only works sometimes if you do it at the exact right second.
In my opinion the last boss needs to be easier in its final stages, and the first two bosses can be made harder to compensate (they were very easy). In particular, the fire damage needs to either not be a 1 shot, or have a way to stop it from happening (like hold the boss in a certain bubble, and the fire gets reflected to not hit anywhere else. But the boss would be invincible while in the bubble so you can't just keep it in there). The shock aoes are difficult and cause chaos, which can be a good thing, but they are avoidable and manageable with enough effort and focus, the fire is just too much.
Additionally, the final boss is not very melee friendly, you need to look way up to be able to actually target it. The targeting area needs to be lower to the ground.
And if you have bad ping like I do in Australia there is nothing you can do... In its current state I don't think I will ever survive it haha
T3hasiangod wrote: »See above
Mystrius_Archaion wrote: »Is this hard mode fight, or all of the trial, balanced around max CP and perfect gear set choices, or just around veteran which starts at CP 160?
Serious question considering the recent more difficult changes. You're testing these fights on PTS with perfect maxed out template characters, or copied much higher than average characters, trying to balance a fight for the average player to complete AND enjoy, which won't be enjoyable at all if can't be completed.
Has this EVER come up in any PTS as a flaw in the testing? It sounds pretty major and biased.
T3hasiangod wrote: »Mystrius_Archaion wrote: »Is this hard mode fight, or all of the trial, balanced around max CP and perfect gear set choices, or just around veteran which starts at CP 160?
Serious question considering the recent more difficult changes. You're testing these fights on PTS with perfect maxed out template characters, or copied much higher than average characters, trying to balance a fight for the average player to complete AND enjoy, which won't be enjoyable at all if can't be completed.
Has this EVER come up in any PTS as a flaw in the testing? It sounds pretty major and biased.
FWIW, when I ran it with one of my guilds, we had a number of people who came on their mains, who were not maxed CP.
And in any case, having max CP and perfect gear doesn't mean squat.
T3hasiangod wrote: »No, it's not. I've seen and met people with less than half the current CP cap clear vMoL. As a tank.
T3hasiangod wrote: »Seriously, learn the mechanics. Learn your rotation. Plenty of non-max CP toons can pull 25k+ DPS on live right now with sub-optimal gear. Stop depending on CP or gear as an excuse.
T3hasiangod wrote: »So basically, you want vet trials (i.e. endgame content) to be easily accessible and clearable by CP 160 individuals?
No. Don't move the goalposts down.
T3hasiangod wrote: »No, it hasn't. Veteran has always referenced "above level 50".
Mystrius_Archaion wrote: »Is this hard mode fight, or all of the trial, balanced around max CP and perfect gear set choices, or just around veteran which starts at CP 160?
Serious question considering the recent more difficult changes. You're testing these fights on PTS with perfect maxed out template characters, or copied much higher than average characters, trying to balance a fight for the average player to complete AND enjoy, which won't be enjoyable at all if can't be completed.
Has this EVER come up in any PTS as a flaw in the testing? It sounds pretty major and biased.