One shot mechanics are artificial difficulty. Health is going to mean nothing in this game eventually if they keep this up. If you get hit, you will die. This is also killing non-stam characters since the only way to survive is to dodge roll. That can get tough with 9k stamina.
I dont really struggle with any dungeons personally, but I know and see many that do and it is because everything is turning into one *** mechanics that create and endless loop of reviving people. I don't think ZoS knows how to make difficult encounters without them.
1-shots are fine, as long as they can be avoided and leave you enough time to do so (like Galchobhar, probably my favorite fight in HotR).
What are bad mechanics are those that kill even those people who do everything right, or there simply isn't enough time to react. Example situations:
1. ICP last boss: falling into another portal because somebody else didn't have enough stam to sprint to a portal, and the portal just happened to be in the center when you fell.
2. RoM last boss: transitioning to the AoE phase at the same time with a totem spawning and the healer being put on a statue. And on HM also a Stone Shaper starting to throw his rocks for good measure.
Haven't completed the new dungeons on vet, so I can't comment on their mechanics, but if that is the kind of stuff that happens in them, they will be very frustrating.
Splattercat_83 wrote: »SGT_Wolfe101st wrote: »My guild mates and I were just talking about how the new DLC dungeons are mini trials. I am all for difficulty and if it is hard mode I expect things to be taken up a notch but there is a large segment of the ESO population that will never complete this new content on HM. Now, with other dungeons we have seen their difficulty neutered over time but I watched the Dev team fail to accomplish HM and they designed the content or at least have an inside track that we will never have. Kudos to any team that gets HM and even more to a no death run. I know currently I do not have a group or guild that will pull this off, at least not in the near future. I guess having something to work for is cool.
Oh well! That portion of the population has like 95 percent of the rest of the game to go do what they wanna do. If they wanna do this content then they need to L2P, or "get gud" lol.
As it is, it's not a "get out of red" warning, but a "you are dead if you were standing here" indicator. You cannot dodge roll out of the red, you cannot run out of it (I was three steps away from it before it killed me twice last night). You have to watch the statue and know it's coming to move before the red is there.
Psst... there is a job opening I think you should apply to.The only thing I think they should look at after the fixes they rolled out today is the telegraph red for the cone from the statue.
Which isn't a hard mode thing, but part of either version.
As it is, it's not a "get out of red" warning, but a "you are dead if you were standing here" indicator. You cannot dodge roll out of the red, you cannot run out of it (I was three steps away from it before it killed me twice last night). You have to watch the statue and know it's coming to move before the red is there.
End of world? no, but dumb, yes.
What makes it dumb - ZoS's repeated use of one shot mechanics.
If you are going to just insta-kill people, it should give you clear indication.
If you aren't just going to hit people without warning, then the penalty shouldn't be insta-death - it could just do 90% of your health and put a healing debuff on you like the cone attack the mini boss in AS does. That way you have a chance to recover, but it will be very hard.
Let's move away from the RNG aspects of deaths that you've started to rely more and more on and actually allow us to learn and master a fight. Most of the time when people master something, it's just about mit and burn and not the mechanics. Instead of learning to create better mechanics, you just rely on those mechanics being RNG based and one shotting anyone that fails the RNG check.