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Moon Hunter Keep is too impossible to finish.

  • XxCaLxX
    XxCaLxX
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    Apparently you didn’t have a sorc in your group because apparently right now all they have to do is put a shield up and can survive any mechanic and do ungodly damage. Or am I wrong?
  • Jeremy
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    XxCaLxX wrote: »
    Apparently you didn’t have a sorc in your group because apparently right now all they have to do is put a shield up and can survive any mechanic and do ungodly damage. Or am I wrong?

    lol ^^
  • Jeremy
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    I've been *literally* 6 times in a dungeon with different people (from clans and random groups), and all of them have disbanded it cause they can't finish the white werewolf boss, this is tiring and it wastes my time and resources honestly.
    can we just get a huge nerf for the werewolf boss or this dungeon overall please? Cause this is getting ridicoulus.

    I haven't done this one on Veteran yet. I will try it soon though. Probably tomorrow or maybe today.

    But when I did it on normal it did seem vicious with lots of instant death. Every time I saw a werewolf pounce (which was frequently) it was usually followed by a dead player I had to raise. And my tank was getting literally one-shotted every other second on the boss. I was worried I was going to run out of soul gems. lol

    I'm not sold on their block or die strategy for tanks. It's too easy to miss animations on this game due to spell effeccts, pets... etc. I suspect those who don't complain about it likely use addons that assist them in knowing when to block. They need to improve the combat queue option to where it actually works consistently for players who have trouble watching for enemy animations.

    Edited by Jeremy on September 28, 2018 10:41AM
  • FlyingSwan
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    Jeremy wrote: »
    I've been *literally* 6 times in a dungeon with different people (from clans and random groups), and all of them have disbanded it cause they can't finish the white werewolf boss, this is tiring and it wastes my time and resources honestly.
    can we just get a huge nerf for the werewolf boss or this dungeon overall please? Cause this is getting ridicoulus.

    I haven't done this one on Veteran yet. I will try it soon though. Probably tomorrow or maybe today.

    But when I did it on normal it did seem vicious with lots of instant death. Every time I saw a werewolf pounce (which was frequently) it was usually followed by a dead player I had to raise.

    I seem to remember there's an interrupt needed here. And that's what I mean, the dungeons just need someone to explain the mechs and it's no harder than any other DLC content on the first time around. And of course, once completed once, the thing is a doozy henceforth.
  • getemshauna
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    Step 1: Bring Boss HP to 70%
    Step 2: Kill Wardens that spawned
    Step 3: Put warhorn and ultimates - nuke
    Step 4: Profit
    Founder of Call of the Undaunted
    Youtube Channel
  • Jeremy
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    Drdeath20 wrote: »
    In moon hunter keep you are punished if your group passes certain damage thresholds on bosses to quickly. Just have to deal with more potential werewolves. This dungeon is all mechanics and knowing when to drop your ultimate.

    The hunt dungeon is more about dps and even then the final boss is just a rinse and repeat mechanic until execute phase.

    Actually the previous dlc dungeons are much more difficult (bloodroot forge, fang lair, and falkreath hold). Those dungeon require stronger dps along with following the dungeon mechanic

    I would add Scalecaller Peak to that list also. That one is more difficult then the three you mentioned IMHO.
  • Jeremy
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    FlyingSwan wrote: »
    Jeremy wrote: »
    I've been *literally* 6 times in a dungeon with different people (from clans and random groups), and all of them have disbanded it cause they can't finish the white werewolf boss, this is tiring and it wastes my time and resources honestly.
    can we just get a huge nerf for the werewolf boss or this dungeon overall please? Cause this is getting ridicoulus.

    I haven't done this one on Veteran yet. I will try it soon though. Probably tomorrow or maybe today.

    But when I did it on normal it did seem vicious with lots of instant death. Every time I saw a werewolf pounce (which was frequently) it was usually followed by a dead player I had to raise.

    I seem to remember there's an interrupt needed here. And that's what I mean, the dungeons just need someone to explain the mechs and it's no harder than any other DLC content on the first time around. And of course, once completed once, the thing is a doozy henceforth.

    I think you're right that one of the werewolf bosses had a move you have to interrupt or it kills.

    But I was referring to just the regular werewolves in the "trash pulls" in that comment. They seemed to have some pounce move that obliterated everyone it touched and the damage dealers started frantically dodge rolling all over the place to try and avoid it. lol



    Edited by Jeremy on September 28, 2018 10:55AM
  • Merlin13KAGL
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    It's got a handful of *** mechanics, (Awesome job on removing waves of trash mobs and replacing them with the stupid hedge maze "mechanic" :| ) but it's doable.
    Starlock wrote: »
    BuddyAces wrote: »
    Say big thanks to nolifers and elitists who have static groups and 65k+ dummy dps.

    What does this have to do with this topic?

    Unecessary insults they made aside, it’s pointing out a truth in that dlc dungeons are considerably more challenging than other dungeons in the game. They were not designed with normal players in mind.
    If only "normal" players had a mode they could select to make things more reasonable?

    High DPS gets punished in this dungeon (MoS too) to an extent, so the requirement for super DPS is not a requirement at all.

    These last several dungeons were built with the idea that you have to be aware, coordinated, and communicate as a group.

    Nothing wrong with those things. Nothing wrong with the DLC dungeons (they are optional expansions) having a little punch, either.

    ZoS has yet to release any content that can't be cleared by "normal" players in normal difficulty. If they had, you might have an argument here.
    Jeremy wrote: »
    But when I did it on normal it did seem vicious with lots of instant death. Every time I saw a werewolf pounce (which was frequently) it was usually followed by a dead player I had to raise.
    And therein lays the problem.

    That mechanic (just like with the first boss) has to be interrupted by a groupmate. There is no block, mitigate, or heal through it.

    It's intended to be an awareness check and a group synergy requirement.

    MoS has something similar with players getting pinned, as does Bloodroot, Fang Lair, and Scalecaller.

    Your group has to play as a group.

    Edited by Merlin13KAGL on September 28, 2018 11:06AM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • FlyingSwan
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    experience that you don't get in the normal content :smiley:
    It's got a handful of *** mechanics, (Awesome job on removing waves of trash mobs and replacing them with the stupid hedge maze "mechanic" :| ) but it's doable.
    Starlock wrote: »
    BuddyAces wrote: »
    Say big thanks to nolifers and elitists who have static groups and 65k+ dummy dps.

    What does this have to do with this topic?

    Unecessary insults they made aside, it’s pointing out a truth in that dlc dungeons are considerably more challenging than other dungeons in the game. They were not designed with normal players in mind.
    If only "normal" players had a mode they could select to make things more reasonable?

    High DPS gets punished in this dungeon (MoS too) to an extent, so the requirement for super DPS is not a requirement at all.

    These last several dungeons were built with the idea that you have to be aware, coordinated, and communicate as a group.

    Nothing wrong with those things. Nothing wrong with the DLC dungeons (they are optional expansions) having a little punch, either.

    ZoS has yet to release any content that can't be cleared by "normal" players in normal difficulty. If they had, you might have an argument here.
    Jeremy wrote: »
    But when I did it on normal it did seem vicious with lots of instant death. Every time I saw a werewolf pounce (which was frequently) it was usually followed by a dead player I had to raise.
    And therein lays the problem.

    Your group has to play as a group.

    I think this is the key to the qualms were hear on the DLC content. The old dungeons can be solod (both because they are simplistic but also because we're at a level way beyond their initial design parameters), therefore you can be with a marginal group and simply muscle through it. The new ones you are forced to collaborate, and, even if your fellow dungeoneers are below what you consider the bar, you will stand a better chance of success in so doing. And that is the correct approach for a multiplayer game.
  • Jeremy
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    It's got a handful of *** mechanics, (Awesome job on removing waves of trash mobs and replacing them with the stupid hedge maze "mechanic" :| ) but it's doable.
    Starlock wrote: »
    BuddyAces wrote: »
    Say big thanks to nolifers and elitists who have static groups and 65k+ dummy dps.

    What does this have to do with this topic?

    Unecessary insults they made aside, it’s pointing out a truth in that dlc dungeons are considerably more challenging than other dungeons in the game. They were not designed with normal players in mind.
    If only "normal" players had a mode they could select to make things more reasonable?

    High DPS gets punished in this dungeon (MoS too) to an extent, so the requirement for super DPS is not a requirement at all.

    These last several dungeons were built with the idea that you have to be aware, coordinated, and communicate as a group.

    Nothing wrong with those things. Nothing wrong with the DLC dungeons (they are optional expansions) having a little punch, either.

    ZoS has yet to release any content that can't be cleared by "normal" players in normal difficulty. If they had, you might have an argument here.
    Jeremy wrote: »
    But when I did it on normal it did seem vicious with lots of instant death. Every time I saw a werewolf pounce (which was frequently) it was usually followed by a dead player I had to raise.
    And therein lays the problem.

    That mechanic (just like with the first boss) has to be interrupted by a groupmate. There is no block, mitigate, or heal through it.

    It's intended to be an awareness check and a group synergy requirement.

    MoS has something similar with players getting pinned, as does Bloodroot, Fang Lair, and Scalecaller.

    Your group has to play as a group.

    Again: I was not talking about the boss you had to interrupt in that comment.

    I was talking about the regular werewolves in the normal trash pulls. They were the ones doing the pounce that was causing the instant death. And that was in normal mind you.

    Having regular mobs that can one shot players is unusual and yes - vicious (which is the word I used to describe it). I haven't seen that since the minotaurs in Falkreath. Whether you think it's wrong or right doesn't really have anything to do with my comment.

    My point was it's a vicious dungeon - because even on normal mode my party was dropping like flies.
    Edited by Jeremy on September 28, 2018 11:28AM
  • FlyingSwan
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    Jeremy wrote: »
    It's got a handful of *** mechanics, (Awesome job on removing waves of trash mobs and replacing them with the stupid hedge maze "mechanic" :| ) but it's doable.
    Starlock wrote: »
    BuddyAces wrote: »
    Say big thanks to nolifers and elitists who have static groups and 65k+ dummy dps.

    What does this have to do with this topic?

    Unecessary insults they made aside, it’s pointing out a truth in that dlc dungeons are considerably more challenging than other dungeons in the game. They were not designed with normal players in mind.
    If only "normal" players had a mode they could select to make things more reasonable?

    High DPS gets punished in this dungeon (MoS too) to an extent, so the requirement for super DPS is not a requirement at all.

    These last several dungeons were built with the idea that you have to be aware, coordinated, and communicate as a group.

    Nothing wrong with those things. Nothing wrong with the DLC dungeons (they are optional expansions) having a little punch, either.

    ZoS has yet to release any content that can't be cleared by "normal" players in normal difficulty. If they had, you might have an argument here.
    Jeremy wrote: »
    But when I did it on normal it did seem vicious with lots of instant death. Every time I saw a werewolf pounce (which was frequently) it was usually followed by a dead player I had to raise.
    And therein lays the problem.

    That mechanic (just like with the first boss) has to be interrupted by a groupmate. There is no block, mitigate, or heal through it.

    It's intended to be an awareness check and a group synergy requirement.

    MoS has something similar with players getting pinned, as does Bloodroot, Fang Lair, and Scalecaller.

    Your group has to play as a group.

    Again: I was not talking about the boss you had to interrupt in that comment.

    I was talking about the regular werewolves in the normal trash pulls. They were the ones doing the pounce that was causing the instant death. And that was in normal mind you.

    Having regular mobs that can one shot players is unusual and yes - vicious (which is the word I used to describe it). I haven't seen that since the minotaurs in Falkreath. Whether you think it's wrong or right doesn't really have anything to do with my comment.

    My point was it's a vicious dungeon - because even on normal mode my party was dropping like flies.

    I must say that I've run this on normal several times and the only time people were dropping from trash was when they'd not had food or were standing around like lummoxes. Yes, I think a greater degree of situational awareness is required than the usual ESO faceroll but I don't think it's especially punishing on normal mode.

    Perhaps my memory is letting me down, but I recall just thinking it seemed to have a difficulty level commensurate with the CP cap at time of release, same as I felt about WGT when that came out. Time moves on, so does difficulty, in order there is always a bit of challenge in the game.




    Edited by FlyingSwan on September 28, 2018 11:35AM
  • Jeremy
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    FlyingSwan wrote: »
    Jeremy wrote: »
    It's got a handful of *** mechanics, (Awesome job on removing waves of trash mobs and replacing them with the stupid hedge maze "mechanic" :| ) but it's doable.
    Starlock wrote: »
    BuddyAces wrote: »
    Say big thanks to nolifers and elitists who have static groups and 65k+ dummy dps.

    What does this have to do with this topic?

    Unecessary insults they made aside, it’s pointing out a truth in that dlc dungeons are considerably more challenging than other dungeons in the game. They were not designed with normal players in mind.
    If only "normal" players had a mode they could select to make things more reasonable?

    High DPS gets punished in this dungeon (MoS too) to an extent, so the requirement for super DPS is not a requirement at all.

    These last several dungeons were built with the idea that you have to be aware, coordinated, and communicate as a group.

    Nothing wrong with those things. Nothing wrong with the DLC dungeons (they are optional expansions) having a little punch, either.

    ZoS has yet to release any content that can't be cleared by "normal" players in normal difficulty. If they had, you might have an argument here.
    Jeremy wrote: »
    But when I did it on normal it did seem vicious with lots of instant death. Every time I saw a werewolf pounce (which was frequently) it was usually followed by a dead player I had to raise.
    And therein lays the problem.

    That mechanic (just like with the first boss) has to be interrupted by a groupmate. There is no block, mitigate, or heal through it.

    It's intended to be an awareness check and a group synergy requirement.

    MoS has something similar with players getting pinned, as does Bloodroot, Fang Lair, and Scalecaller.

    Your group has to play as a group.

    Again: I was not talking about the boss you had to interrupt in that comment.

    I was talking about the regular werewolves in the normal trash pulls. They were the ones doing the pounce that was causing the instant death. And that was in normal mind you.

    Having regular mobs that can one shot players is unusual and yes - vicious (which is the word I used to describe it). I haven't seen that since the minotaurs in Falkreath. Whether you think it's wrong or right doesn't really have anything to do with my comment.

    My point was it's a vicious dungeon - because even on normal mode my party was dropping like flies.

    I must say that I've run this on normal several times and the only time people were dropping from trash was when they'd not had food or were standing around like lummoxes. Yes, I think a greater degree of situational awareness is required than the usual ESO faceroll but I don't think it's especially punishing on normal mode.

    Perhaps my memory is letting me down, but I recall just thinking it seemed to have a difficulty level commensurate with the CP cap at time of release, same as I felt about WGT when that came out. Time moves on, so does difficulty, in order there is always a bit of challenge in the game.




    Well it's possible I was just in a really bad pug group I suppose. I've only done Moon Hunter Keep twice on normal thus far. Once as a healer (which was unsuccessful: tank kept missing blocks and dying) and once as a tank (which was successful).

    But yeah - it was pretty crazy when I did it. Even the trash mobs were frequently one shotting people and I found tanking it to be more dangerous than veteran mode on most other dungeons. It was pretty deadly.

    But your point is taken. Dungeons are always more difficult when you first do them. So I"m sure that was part of it as well.
    Edited by Jeremy on September 28, 2018 11:48AM
  • gamerguy757
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    It’s mechanic heavy and process heavy. But honestly the dungeon was really disappointingly easy. I beat my first run in about an hour.
    Now when Cradle of Shadows came out....don’t get me started
  • OrphanHelgen
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    I did this dungeon first time via group tool, yes veteran. Everyone was first time there. I literally had no idea what I was doing, just spamming dps as much as I could and kill whatever I saw had to be killed. Stepped out of aoe and stuff. Completed no problem, group not cp capped.
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • Merlin13KAGL
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    Jeremy wrote: »
    It's got a handful of *** mechanics, (Awesome job on removing waves of trash mobs and replacing them with the stupid hedge maze "mechanic" :| ) but it's doable.
    Starlock wrote: »
    BuddyAces wrote: »
    Say big thanks to nolifers and elitists who have static groups and 65k+ dummy dps.

    What does this have to do with this topic?

    Unecessary insults they made aside, it’s pointing out a truth in that dlc dungeons are considerably more challenging than other dungeons in the game. They were not designed with normal players in mind.
    If only "normal" players had a mode they could select to make things more reasonable?

    High DPS gets punished in this dungeon (MoS too) to an extent, so the requirement for super DPS is not a requirement at all.

    These last several dungeons were built with the idea that you have to be aware, coordinated, and communicate as a group.

    Nothing wrong with those things. Nothing wrong with the DLC dungeons (they are optional expansions) having a little punch, either.

    ZoS has yet to release any content that can't be cleared by "normal" players in normal difficulty. If they had, you might have an argument here.
    Jeremy wrote: »
    But when I did it on normal it did seem vicious with lots of instant death. Every time I saw a werewolf pounce (which was frequently) it was usually followed by a dead player I had to raise.
    And therein lays the problem.

    That mechanic (just like with the first boss) has to be interrupted by a groupmate. There is no block, mitigate, or heal through it.

    It's intended to be an awareness check and a group synergy requirement.

    MoS has something similar with players getting pinned, as does Bloodroot, Fang Lair, and Scalecaller.

    Your group has to play as a group.

    Again: I was not talking about the boss you had to interrupt in that comment.

    I was talking about the regular werewolves in the normal trash pulls. They were the ones doing the pounce that was causing the instant death. And that was in normal mind you.

    Having regular mobs that can one shot players is unusual and yes - vicious (which is the word I used to describe it). I haven't seen that since the minotaurs in Falkreath. Whether you think it's wrong or right doesn't really have anything to do with my comment.

    My point was it's a vicious dungeon - because even on normal mode my party was dropping like flies.
    Then I suspect the same group would have difficulty in some of the base game 4 man content, as well.

    The Dire wolves and WW's hit hard, sure, but pounce and conals can be dodged and blocked. Heavier hitting adds can be taunted and tanked.

    It sounds as if the groups you happened upon lacked overall experience, and likely just weren't ready for these, which by all standards, are intended to be the next step up as far as dungeon tiers are concerned.

    You pay, you play. Until they put some kind of reasonable requirement for accessing the DLC content, something beyond just having paid for it, this kind of thing will continue.

    I suspect if you enter with a PuG group that has cleared a good portion of the base game 4 man, and have legitimate builds for their role, you'd breeze through to the end without issue.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Starlock
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    Jeremy wrote: »
    It's got a handful of *** mechanics, (Awesome job on removing waves of trash mobs and replacing them with the stupid hedge maze "mechanic" :| ) but it's doable.
    Starlock wrote: »
    BuddyAces wrote: »
    Say big thanks to nolifers and elitists who have static groups and 65k+ dummy dps.

    What does this have to do with this topic?

    Unecessary insults they made aside, it’s pointing out a truth in that dlc dungeons are considerably more challenging than other dungeons in the game. They were not designed with normal players in mind.
    If only "normal" players had a mode they could select to make things more reasonable?

    High DPS gets punished in this dungeon (MoS too) to an extent, so the requirement for super DPS is not a requirement at all.

    These last several dungeons were built with the idea that you have to be aware, coordinated, and communicate as a group.

    Nothing wrong with those things. Nothing wrong with the DLC dungeons (they are optional expansions) having a little punch, either.

    ZoS has yet to release any content that can't be cleared by "normal" players in normal difficulty. If they had, you might have an argument here.
    Jeremy wrote: »
    But when I did it on normal it did seem vicious with lots of instant death. Every time I saw a werewolf pounce (which was frequently) it was usually followed by a dead player I had to raise.
    And therein lays the problem.

    That mechanic (just like with the first boss) has to be interrupted by a groupmate. There is no block, mitigate, or heal through it.

    It's intended to be an awareness check and a group synergy requirement.

    MoS has something similar with players getting pinned, as does Bloodroot, Fang Lair, and Scalecaller.

    Your group has to play as a group.

    Again: I was not talking about the boss you had to interrupt in that comment.

    I was talking about the regular werewolves in the normal trash pulls. They were the ones doing the pounce that was causing the instant death. And that was in normal mind you.

    Having regular mobs that can one shot players is unusual and yes - vicious (which is the word I used to describe it). I haven't seen that since the minotaurs in Falkreath. Whether you think it's wrong or right doesn't really have anything to do with my comment.

    My point was it's a vicious dungeon - because even on normal mode my party was dropping like flies.

    Yup. Same. Granted, they were also idiots and not letting me (the tank) always go first and aggro things, so partially their fault. It’s a really weird dungeon. I wish I could say I’m looking forward to being able go do the whole thing instead of popping in as a replacement tank, but.... yeah.
  • Callous2208
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    Imo the Wolfhunter dungeons were much easier than Scalecaller and Horns of the Reach when it first came out. As long as one learned and followed the mechanics, it's a breeze.
  • POps75p
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    Frawr wrote: »
    I did this dungeon no problem first time. I don't think that it needs a nerf.


    the last 6-8 are not really hard they are just too dam long, what's the fucken point. I do all of them once on normal and once on vet to get the bust and plk and hell with playing them again, same go for trials, spend had your playing time per day just getting a group together.

    much more fun going out for pizza and beer.

    stop the madness
  • karekiz
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    Without these DLC dungeons all small group content would boil down to tank and spank, which the vast majority if not all classic dungeons are at this point. For me tank and spank is just a target dummy with occasional fireworks. The fireworks don't even matter that much, but they look neat sometimes. Its boring and not engaging.

    We *need* mechanics in DLC. We need things that kill people.
    Edited by karekiz on September 28, 2018 2:51PM
  • Shezzarrine
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    POps75p wrote: »
    Frawr wrote: »
    I did this dungeon no problem first time. I don't think that it needs a nerf.


    the last 6-8 are not really hard they are just too dam long, what's the fucken point. I do all of them once on normal and once on vet to get the bust and plk and hell with playing them again, same go for trials, spend had your playing time per day just getting a group together.

    much more fun going out for pizza and beer.

    stop the madness

    It's almost as if people have differing opinions than you to what they find fun. Shocker
  • Nocturnal_Annoyance
    It's about mechanics. Follow them and you'll be ok. That's all the new dungeons are. They aren't dps races - quite the contrary. Too much burn and the group will wipe because too many ads will spawn on some bosses. The mechanics in these dungeons are an answer to high dps.

    Burn the shock wardens. The tank needs to take the boss to one of them when the spawn. This is one of those fights where too much dps will screw the group. Just slow down and follow mechanics.
  • LeagueTroll
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    Git gud
  • Xerikten
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    cleared it the first night with a guild group having many deaths learning the mechanics. cleared it the other night with a few deaths. I think it was a pledge and gave ourselves enough time as we knew what we were in for.

    the last boss isn't the hardest for us. we killed it rather easily.

    being in discord really helps though but this is true with any group content.

    dlc's are ment to be challenging. give your self enough time and if you try to race through them you are setting yourself up for failure.
  • Shantu
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    First, let me say I've cleared the new dungeons with guild mates. They are designed to be challenging. Like typical vet, it is very helpful to work with a group who can take the time to recognize and communicate mechanics and can adequately perform their group roles.

    However, that being said, IMO, new dungeons should have content targeted an ALL skill levels. In addition to Normal and Veteran, an "Easy" mode would be something welcomed by the vast majority of the community. It serves no positive purpose to introduce content that many find endlessly frustrating. Not everyone has the time or ability to master new content and creating a large pool of discontent serves no one (except maybe elitists who froth at any opportunity to show just how far they have their heads up their behinds). To call these players inept, stupid, or suggest they "git gud", serves no purpose other than to feed pathetic egos.
  • Adinay
    Adinay
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    If you are geared and experienced enough to easily clear all vet DLC dungeons and your only issue is the dungeon finder or guilds not giving you competent players then simply start to add competent ones to your friends list as you slowly come across them. Before you know it you have a massive list of skilled players. I only do vet content with my friends at this point, never queue, never ask in guild. Never any issues anymore. Did new DLCs on vet hard mode when they released and I’m by no means a hardcore player.

    They don’t need nerf, the game hardy has any challenging content. Leave as is, get good or if you already are then find others who are and you will be golden!
    Edited by Adinay on September 28, 2018 7:29PM
  • FlyingSwan
    FlyingSwan
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    Shantu wrote: »
    First, let me say I've cleared the new dungeons with guild mates. They are designed to be challenging. Like typical vet, it is very helpful to work with a group who can take the time to recognize and communicate mechanics and can adequately perform their group roles.

    However, that being said, IMO, new dungeons should have content targeted an ALL skill levels. In addition to Normal and Veteran, an "Easy" mode would be something welcomed by the vast majority of the community. .

    There is an easy mode, it's called, 'normal'. As has been pointed out, any group paying attention, correctly geared and supporting each other can comfortably complete all ESO 4 man content on normal, even the new DLC dungeons. And even if they can't complete it first time, they will after a few runs for learning the ropes.

    If one can't complete the new 4 man content on normal, it's because one is not correctly geared (I only wear crafted and can complete them on vet), and/or not paying attention to the mechanics and playing one's role correctly. The game is not there to pander to those types, there are rules to success, same as in all games. I can't see why this is so hard to grasp.
  • Autolycus
    Autolycus
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    @cremefatale

    Kill the shock mages. When they drop the big red shock circle, kite the WW boss through it. Have tank dodge heavy attacks if necessary. Dire wolves are ankle-biters that can be locked down with talons or similar immobilize.
  • Ackwalan
    Ackwalan
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    That white werewolf is one of those bosses that separate good dps players from bad. Notice I said dps players, not just dps. A lot of dps just does damage with the occasional rez,, paying no attention to anything else. When I tank I see it a lot, they sit with their rotation instead of interrupting the boss, paying no attention to the tank and healer that just got that aoe knock down and stun.


    We need more boss fights like this.
  • MehrunesFlagon
    MehrunesFlagon
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    Frawr wrote: »
    I did this dungeon no problem first time. I don't think that it needs a nerf.


    Why did you assume they're an inept player?

    Pretty obvious that they are when they say they "can"t'" finish.
    Edited by MehrunesFlagon on September 28, 2018 9:12PM
  • MehrunesFlagon
    MehrunesFlagon
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    karekiz wrote: »
    Say big thanks to nolifers and elitists who have static groups and 65k+ dummy dps.

    Out of curiosity where did you get 65K from? Thats quite high......

    Or was that a random number you think you need for DLC......

    Think highest I hear is 60k.Not 65k.Correct me if I'm wrong though.
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