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PTS Update 17 - Feedback Thread for Scalecaller Peak

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
This is the official feedback thread for Scalecaller Peak. Specific feedback that the team is looking for includes the following:
  • Did you enjoy this new dungeon?
  • How did the difficulty compare to existing dungeons on Normal and Veteran versions?
  • Did you complete Normal or Veteran (or both)?
  • Which was your favorite boss in this dungeon, and why?
  • What level and build was the character you used?
  • Do you have any other general feedback?
Gina Bruno
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Staff Post
  • SaintSubwayy
    SaintSubwayy
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    Great Dungeons, with cool new Mechanics. Any finally some Challenging Bosses who force to play mechanics.

    We Used 1 Magsorc+ 1 Stam DK, seemed fine in terms of Meele / Range Friendlyness.

    However there are a few Harpies with only 25k health (in vet) so I assume they're not scaled correctly.
    Furthermore the 4th Boss seems Kinda Week in terms of his Damage output, and is too big of a meatshield with 10mio HP.
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • Apherius
    Apherius
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    Hum, I will report this to Louis Evrard, ( french CM ), just wanted to say that this dungeon look awesome inside and outside !

    748690Screenshot20180110194511.png

    142482InkedScreenshot20180110195333LI.jpg
    Edited by Apherius on January 10, 2018 7:11PM
  • Alcast
    Alcast
    Class Representative
    Did you enjoy this new dungeon?
    Very much so, new intersting mechanics, great design and interesting bossfights.

    How did the difficulty compare to existing dungeons on Normal and Veteran versions?
    I do REALLY like the new approach of difficulty in this dungeon. Most bosses can be killed after a bit of training (even with not so much dps) and the last boss non hardmode is fairly easier than for example Cradle of Shadows or Mazzatun non hardmodes. Which is a good thing so people will be able to clear it.

    The Hardmodes got amped up a lot, which is also good. It finally feels like a hardmode is actually "hard".
    Like I said before, most people will be able to clear non hardmode, but hardmode will be a real challenge, I really like it this way!


    Did you complete Normal or Veteran (or both)?
    Veteran

    Which was your favorite boss in this dungeon, and why?
    Doylemish Ironheart! Great fight because you have to keep moving around, keep track of whether your mates are getting stoned or not to free them and so on.

    What level and build was the character you used?
    I used smth similar to my build on my website "https://alcasthq.com/eso-magicka-templar-build-pve/

    Do you have any other general feedback?
    Bosses do not have that much health, which is great. Makes the fight more mechanics heavy. And also High damage groups can not just burn through that easily because most mechanics are health based and if you burn down the bosses too fast you will kinda get overwhelmed. With slower dps you can do the mechanics step by step and easily kill the boss once you learned the mechanics.

    Veteran Run Scalecaller Peak
    https://youtu.be/sol6JDmadh0
    Veteran Hardmode Scalecaller Peak Last boss
    https://youtu.be/uuWovenXi2o
    Apologies for all the swearing
    Edited by Alcast on January 11, 2018 9:10AM
    https://alcasthq.com - Alcasthq.com Builds & Guides
    https://eso-hub.com - ESO-Hub.com Sets, Skills, Guides & News
    https://dwemerautomaton.com - Discord, Telegram & Twitch Command Bot



  • HeroOfNone
    HeroOfNone
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    Did you enjoy this new dungeon?
    I did, it was interesting and had interesting dialog and fights.

    How did the difficulty compare to existing dungeons on Normal and Veteran versions?
    Difficulty in normal mode seemed to be where it needed to be

    Did you complete Normal or Veteran (or both)?
    Normal, saving veteran for when it goes live.

    Which was your favorite boss in this dungeon, and why?
    The troll brothers, it was a lot of competing effecys. The npc shouting out tips was useful for figuring out mechanics.

    What level and build was the character you used?
    V720 dps

    Do you have any other general feedback?
    Good over all, though maybe add in more direction in certain areas. The paths leading up the hills took some searching.

    Can we also get some updated look for the nereids, giants, and mammoths? Maybe a green aura or a reskinning to a sickly green to fit in better with the theme of the dungeon?
    Edited by HeroOfNone on January 12, 2018 4:14PM
    Herfi Driderkitty of the Aldmeri Dominion
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  • LtBottle
    LtBottle
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    •Did you enjoy this new dungeon?
    Yes. Very good work on graphics. And i never had the feeling of "empty rooms", or "useless waves of trashs". It's intense and fun

    •How did the difficulty compare to existing dungeons on Normal and Veteran versions?
    Dungeon difficulty in veteran is Mazzatun / Bloodroot forge like. hard until you understand what kills you. Then it become very manageable. Still second boss fight might be a little messy due to the amount of red circles here and there.

    •Did you complete Normal or Veteran (or both)?
    Veteran, with random group, but good and patient players.

    •Which was your favorite boss in this dungeon, and why?
    Ogres. very interesting fight, with many mechanics to handle. I loved this fight. Plus it was never frustrating with many wipes. always we did better, each time we understood more things.

    •What level and build was the character you used?
    Stam DK DD - CP720 template (vicious / sunderflame / valkyn)

    •Do you have any other general feedback?
    Map is broken for now. unusable.
    I had strange feeling with Mortieu boss fight. Always had the disease thing, but it did almost nothing but a blurry screen. Still mechanic to remove it is pretty clear.
    good work with hitbox, even last boss i could hit from outside her aoe. The only foes i couldn't always hit were nereids on Aldis.
  • Jhalin
    Jhalin
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    This is the official feedback thread for Scalecaller Peak. Specific feedback that the team is looking for includes the following:
    Did you enjoy this new dungeon?
    • I enjoyed this dungeon a lot! The mechanics were interesting, especially the new ones with ingredient collecting and the frantic running around to get into icy safety on the ogres.

    How did the difficulty compare to existing dungeons on Normal and Veteran versions?
    • I would rate it among the easiest vet DLC dungeons, harder than Bloodroot, but easier than all the other vet DLC dungeons. This is mostly by virtue of lacking inescapable damage and snares. It's light on adds, and even though there are multiple dots, it never feels like the damage is coming from nowhere.
    • One thing that did make it difficult, not really fairly in all honesty, were the spheres in the gargoyle fight. Being chain-stoned over and over again felt really bad and punishes melee dps heavily when they come down from the stands. The change to synergies made it much easier to break allies out of the stone though, which is nice.

    Did you complete Normal or Veteran (or both)?
    • I accidently queued up right for vet and didn't notice until the second boss. Normal dungeons, DLC or not, have sort of stopped posing any sort of challenge since there's little threat and everything melts more quickly than the bosses can do their mechanics.

    Which was your favorite boss in this dungeon, and why?
    • I really liked the last boss. If felt fast-pace and challenging, and really kept me on my toes. I wasn't able to complete it, as our healer ended up running straight into the statue poison breath, the targeted flames, or just didn't get in the shield after the statue phase, and our tank had to go sleep since they were from the EU server and it was well into the wee morning hours.
    • The ogres are a very close second, since I've always enjoyed multiboss fights like that. Their unique mechanics meshed very well together thematically, although the time between the ice pillars coming up and the snow blast happening is awkwardly long. Even when I ran from across the room, I had plenty of time to just sit behind a pillar with my group before the middle one destroyed them.

    What level and build was the character you used?
    • I used my live toon, a CP660 Khajiit Stamblade, running Hundings and TFS.

    Do you have any other general feedback?
    • Some of the mechanics aren't outlined very clearly. Primarily at the Matriarch, where we died multiple times to the geyser, and we only figured out we needed the tank to stand on it by a fluke. The way the NPC asks for ingredients in the fight where he makes antidotes, it's not clear he requires more than one to be killed. The lightnng in the area also makes it slightly difficult to find the creatures to kill since their coloring blends into the background and player ground effects distract from the grey-on-grey.
    • Overall I really enjoyed this dungeon. The mechanics were fun and easiest enough to complete once we figured them out. I love the Peryite theme and I love that at least on of the statues is going to be available for player housing. Please add the other two so I can buy them.
  • Mettaricana
    Mettaricana
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    Love hearing its tonned down difficulty not gonna lie im so tired of dlc dungeons i pay for being to hard to complete pug groups are impossible. So this change up in instakill impossible mechanics is nice
  • antimawkish
    antimawkish
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    [*] Did you enjoy this new dungeon?
    Yes.

    [*] How did the difficulty compare to existing dungeons on Normal and Veteran versions?
    Definitely seemed like it will fall into the DLC category of "bring a friend for normal, bring only friends for vet" in that it requires attention to mechanics. Aside from some concerns about how the difficulty may skew a lot harder on melee than other DLC (I did not get to test it on multiple characters yet to confirm or refute this), I felt like it was going to be an engaging dungeon with plenty to keep track of without being obnoxiously overlapping in mechanics.

    [*] Did you complete Normal or Veteran (or both)?
    Normal. I only had time for one run (so far) and the queues seemed empty, so I duo'd normal with a buddy.

    [*] Which was your favorite boss in this dungeon, and why?
    The sewer spewer/alchemist. Running around to spot my poison *** (edit: spew -- didn't realize I couldn't use that other word) or bonus pools was good fun for tanking. I'm not sure what effect it had when he marked magicka or stamina, but we were running characters made for vetDLC content so it would have been concerning if it HAD stressed us terribly.

    [*] What level and build was the character you used?
    I brought my tank-heal and my groupmate brought ranged dps. Both CP720 and comfortably geared.

    [*] Do you have any other general feedback?
    The gargoyle is going to be an absolute cusser of a fight with PUGs. I'm a chatty sunova in dungeons and will gladly share strategies, but a large portion of the PUGs I've met are about as attentive and cooperative as a wall when it comes to mechanics. In no way am I saying this fight should be nerfed, as mechanics are a much more satisfying way of increasing difficulty than just making bigger HP pools and harder hits, just offer it as one example of why I won't be venturing here too eagerly without a pal along unless I'm feeling lonely.
    Edited by antimawkish on January 17, 2018 2:22PM
  • edwiges
    edwiges
    Did you enjoy this new dungeon?
    Yes, very much.

    How did the difficulty compare to existing dungeons on Normal and Veteran versions?
    This dungeon on normal is significantly harder than non DLC normal dungeons and in pair with other dlc dungeons as Bloodroot Forge, because they share specific mob mechanics that you need to undestand and will be repeated later in the dungeon. Compared to Fang Lair in normal version, this one seemed a little bit harder.

    Did you complete Normal or Veteran (or both)?
    I completed only Normal in a 2 people party (one healer and one tank)

    Which was your favorite boss in this dungeon, and why?
    My favorite boss fight in this dungeon were the two ogres. The mechanics were very complimentary, and the npcs gave usefull tips for the completion! The gargolite and the last boss were very interesting as well.

    What level and build was the character you used?
    720 CP High Elf Templar healer and my husband was with a 720 CP Imperial DK Tank.

    Do you have any other general feedback?
    The dungeon was very beautifull. In the normal version the matriarch mechanic seemed simple compared to the other bosses.
  • Greydir
    Greydir
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    • Did you enjoy this new dungeon?
      Yes, i enjoyed this dungeon. I think the balance of trashgroups and Bosses is quite good in this one, since there is not one particular long stretch of trash fights or to many bossfights clumped up together.
    • How did the difficulty compare to existing dungeons on Normal and Veteran versions?

      Personaly I think the Dungeon is challenging but not impossible. It definitly falls in line with the other DLC dungeons. Some Aspects of this dungeon are very challenging if your group can not communicate via Voicechat (I Fear the Ogre fight might be such a case, where most random Groups on PC without voice or other communication will disband early on)

      The fight against the Giant Matriach has the problem that stack and burn beats every other Tactic by a landslide, since (on Vet) 2.5 M life for the Giant is to low to force Players to play the Mechanic.
      On the other hand in this fight is the Problem that the Poison Geysirs have somewhat low visibility in this fight, especially if the Leminides place them in the water. Since grouping up the Lemenides is not a workable Strategy (Chains do not work on them) this fight suffers a lot if you try to play the Mechanics.

      The Hardmode suffers from some problems. If you completed the dungeon before the Shielddrop Mechanic paired with some bugs is not very clear.
      In normal you can avoid the Big Noxious Breath from the Statues by standing inside the Protection of Spellbreaker.
      In case of HM the Protection can be used as A Synergy for one Person, but somehow if the Synergy is Used at the exact same time more than one can pick it up or sometimes someone just does not die. That makes finding the Mechanic problematic.
      In my opinion the Hardmode is difficulty wise several notches above the Hardemodes of some other DLC dungeons.
    • Did you complete Normal or Veteran (or both)?

      I did both with several groups. Also tried HM but encountered some bugs(?) which made the hardemode problematic.
    • Which was your favorite boss in this dungeon, and why?

      The Ogre Boss at the Start of the Dungeon is definitly one of my favourite Bosses beacause the Mechanics are punishing, but do not feel downright unfair because the are Clearly seperated and do not stack up against the Players in an unfair manner. With good communication this Boss is no Problem at all once you understood it.
    • What level and build was the character you used?

      Max CP DK Tank, Both from Live and as Template
    • Do you have any other general feedback?

      1. The Ability of the Skeevers to shoot Poison Balls after Death serves no real purpose other than beeing an ignorable roadblock anywhere outside of the first Bossfight. In thath fight they are annoying at best.
      2. In one run our Warden DD got an intersting bug where he had Equipped some other Ulti but his Guardian Bear persisted and fought alongside us nonetheless. I do not know if it was Typical for this dungeon but this Bug should be looked into.
      3. The Geysirs of Pestilence used by the Leminides have some Problems. They are Structured much like the Geysirs of Lave in Bloodrootforge but Since the Using Party is Ranged they are Positioned Very Awkward. The Geysir in Bloodrootforge always Appears Near the Tank since he Should Aggro the Minotaurs anyway. This is not the Case here, which is bad, considering it is a Time constricted Action to prevent the Group from wiping. It would be better if someone else who is not The Tank could stand inside those Geysirs and Survive them efficiently, or if the Geysir was cast towards a Player and not at the Place where the Leminide is.
      4. The informations that Jorvuld gives about ingredients for the Cure could be a little more Clear ore be Repeated since sometimes the could be Missed while Fighting.
      5. In the Hardmode of the Final Boss our Leminide was Behaving strangely. I do not know if this is an intendet mechanic, but Somehow she got immune to Damage which Prevented the Geysir from Spawning and killed one Person of the Group Consistently. If this is not an intedet Behaviour please look into it. If it is, please explain that mechanic to me.

    Ebenherzpakt
    Sir Greydir - Dunmer DK
    Don Greydir - Kajit NB
    Ser Greydir - Imperial DK
    Dieser-Greydir-Heilt - Argonier Templer
    Greydir Finsterklinge - Bretone NB
    Greydir Drakenson - Nord Hüter
    Clear: vAA HM - vHrC HM - vSO HM - vMoL HM - vHoF TTT - vAS [+2] - vCR [+3] GH - vSS HM - vKA HM - vRG
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