cremefatale 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.
cremefatale 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.
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
FlyingSwan wrote: »cremefatale 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.
If only "normal" players had a mode they could select to make things more reasonable?ruikkarikun 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.
And therein lays the problem.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.
Merlin13KAGL 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.
If only "normal" players had a mode they could select to make things more reasonable?ruikkarikun 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.
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.And therein lays the problem.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.
Your group has to play as a group.
Merlin13KAGL 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.
If only "normal" players had a mode they could select to make things more reasonable?ruikkarikun 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.
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.And therein lays the problem.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.
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.
Merlin13KAGL 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.
If only "normal" players had a mode they could select to make things more reasonable?ruikkarikun 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.
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.And therein lays the problem.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.
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.
FlyingSwan wrote: »Merlin13KAGL 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.
If only "normal" players had a mode they could select to make things more reasonable?ruikkarikun 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.
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.And therein lays the problem.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.
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.
Then I suspect the same group would have difficulty in some of the base game 4 man content, as well.Merlin13KAGL 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.
If only "normal" players had a mode they could select to make things more reasonable?ruikkarikun 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.
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.And therein lays the problem.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.
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.
Merlin13KAGL 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.
If only "normal" players had a mode they could select to make things more reasonable?ruikkarikun 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.
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.And therein lays the problem.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.
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 did this dungeon no problem first time. I don't think that it needs a nerf.
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
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. .
Sheezabeast wrote: »
ruikkarikun 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......