Doctordarkspawn wrote: »So March of Sacrificies HM is basicly Mazzatun's HM, just throwing mechanics on until you break under the weight.
It wasn't fun then this wouldn't be fun either.
Thanks for the feedback. Next week, there should be additional changes to Balorgh that hit some of the concerns you all have pointed out.
This is a good change. Now if we catch them in a destro, they die. (Whether or not we could reliably catch them in a destro without dying ourselves is another matter...)Reduced the health of the Dire Wolves present in the encounter.
Very good change.The Shades of Balorgh can no longer cast Icy Roar.
I don't think this is working. We didn't see any combat text for this mechanic. We saw combat text for things like the water being charged and the hunt starting, but not for his fire slam. One member of our group reported seeing some text in our first very pull. But he didn't see it again in any of our many subsequent pulls. And I don't think I ever saw the text.There is now an Active Combat Tip that displays when the Fiery Eruption cast begins.
That's nice, but it doesn't help us. The fire slam (which is what I assume that "Fiery Eruption" is; if we stand in the AoE and die, the recap doesn't call it "eruption"--IIRC, I think it was "explosion") is not an issue outside of the hunt. But it is during the hunt, and the VO is played only outside the hunt, not during the hunt.VO can now be heard at the beginning of the Fiery Eruption ability.
This is a good change, and we can definitely feel it during the normal phases of the fight. I'd get three ticks of Embers, and a single shield will absorb most of that. Our strategy during the normal phase is to simply shield up when we see the fire coming.Burning Embers no longer ticks immediately from the Fiery Remnant ability.
Reduced the damage dealt per tick from Fiery Remnant.
This hunt for golden indrik boons is so fun. It remove possibility of speedrun but makes dung easier to complete. Very interesting mechanic.
Pretty usefull buffs that helps in fight with bosses, especially Indrik boss.
From what I can tell from @code65536 the last boss fight looks incredibly un-friendly towards non-magicka build that can´t rely on shields (what a surprise). Also seen LZH´s video where they do HM, and it´s not a fight where I personally would bring a stamina character.
Thank you.The additional damage from Balorgh’s The Hunt ability will no longer affect his bleed applied from his Swipe ability.
Thank you.Balorgh’s Fiery Remnant ability can now be dodged.
These tips still do not show reliably.The Active Combat Tips for Electric Water, Venomous Spores and Fiery Eruption will now display more reliably.
If I happen to have a fire DoT on me right before the boss enters the hunt, it does hunt-enraged damage and instantly kills me. Similar to the bleed problem that you fixed this patch. (Screenshot)
Also, we noticed stranglers spawning early in the fight in a number of pulls. They'd start appearing shortly after the fight began, before the boss entered the first hunt (they spawned around 90% boss health). Most pulls, the stranglers didn't spawn until the first hunt began, but there were some when they spawned before the first hunt. Is this intended?
Disclaimer: I haven´t got the opportunity to try Marches of Sacrifice just yet (will do within the next few days though).
From what I can tell from @code65536 the last boss fight looks incredibly un-friendly towards non-magicka build that can´t rely on shields (what a surprise). Also seen LZH´s video where they do HM, and it´s not a fight where I personally would bring a stamina character.
The next part might sound like a more general "rant", but I hope I´m not alone when I say this:
While I understand that DLC content is supposed to be a bit more challenging, I don´t see the point in stacking several one-shot mechanics on top of each other. My issue with many of the latest content (not only DLC dungeons) is the extensive use of one-shot mechanics and the inability to recover from mistakes (aka "Can I resurrect my team-mate without having to be a Templar with Kagrenac, and not have to worry about dying myself"?).
Content can be difficult and challenging without having mobs between bosses dealing 30k one-shots without any visual hint, or having enrage mechanics that makes bossfights pure DPS-races (which is something I really dislike as well). A general rant, but I see this direction more and more in the new content that is released and I don´t think it´s healthy for the game.
Disclaimer: I haven´t got the opportunity to try Marches of Sacrifice just yet (will do within the next few days though).
From what I can tell from @code65536 the last boss fight looks incredibly un-friendly towards non-magicka build that can´t rely on shields (what a surprise). Also seen LZH´s video where they do HM, and it´s not a fight where I personally would bring a stamina character.
The next part might sound like a more general "rant", but I hope I´m not alone when I say this:
While I understand that DLC content is supposed to be a bit more challenging, I don´t see the point in stacking several one-shot mechanics on top of each other. My issue with many of the latest content (not only DLC dungeons) is the extensive use of one-shot mechanics and the inability to recover from mistakes (aka "Can I resurrect my team-mate without having to be a Templar with Kagrenac, and not have to worry about dying myself"?).
Content can be difficult and challenging without having mobs between bosses dealing 30k one-shots without any visual hint, or having enrage mechanics that makes bossfights pure DPS-races (which is something I really dislike as well). A general rant, but I see this direction more and more in the new content that is released and I don´t think it´s healthy for the game.
Totally agree !
Every dungeon DLC is more harder to do than the others.
Look at the zone chat and you'l see that 99% of the player base want to do only non-DLC PLedges.
Why ? Because all the mechanics are poorly implemented with almost not a visual hint. Also ..there are too many mechanics ..every new dungeon DLC brings more mechanics....Seriously ZOS , this is more than exaggerated .
I understand that many people complain about the game content is too easy in many aspects. I agree that overland content is a joke for cp cap players but all the new content ( also the dungeon DLCs ) must be for the majority of players not for 5% of them .
We play ESO to have fun and the majority of the player base don't have time to stay all day trying to beat a HM dungeon or trial.
I think ZOS pushed the dificulty of the newest DLC dungeons and newest trials too far . This is a game not a test to see who can beat some mechanics that appear out of nowhere with no hints attached.
This is a game to have fun not to stress because of it.
Make the newest dungeons and trials like II variant of the base game and you'll see the player base who do dungeons and trials will grow.
English is not my native language.
profundidob16_ESO wrote: »I hate it when stuff is locked behind a (high) dps race. When you pug as tank there is nothing more annoying than to see that your group is complete stuck because a certain mechanic requires high dps like for instance killing the ice atronachs in the Zaan fight in vSP HM. To me that's bad design and locks the content away from lower dps people.
A good counterexample showing good design is the 2 ogres fight. No matter how long it takes or how low the dps is you can proceed and finish as long as everyone understands and does the mechanics. Low dps is not an issue there, it just makes things slower instead of impossible.
profundidob16_ESO wrote: »I hate it when stuff is locked behind a (high) dps race. When you pug as tank there is nothing more annoying than to see that your group is complete stuck because a certain mechanic requires high dps like for instance killing the ice atronachs in the Zaan fight in vSP HM. To me that's bad design and locks the content away from lower dps people.
A good counterexample showing good design is the 2 ogres fight. No matter how long it takes or how low the dps is you can proceed and finish as long as everyone understands and does the mechanics. Low dps is not an issue there, it just makes things slower instead of impossible.
vMoS has no DPS races, and vMoS HM's difficulty stem entirely from the difficulty of surviving hunt phases. Balorgh HM is not a fight where high DPS can make a lot of difference.
In fact, in earlier iterations of the HM fight, we were essentially running 1 tank, 1 full healer, and 2 DD/healer hybrids, since every DD had a resto back bar. DPS wasn't important. Survival was.
They've since toned down HM so that we no longer feel compelled as DDs to equip a resto, but we do plan on wearing Amber Plasm when we do this on Live.