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.
Check out a video on how to run it, especially the second to last boss. There is a pattern that makes it easy....but you won't get the speed run.
Merlin13KAGL wrote: »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.
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.
MehrunesFlagon 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.
Scalecaller is easy.
Integral1900 wrote: »Lol, all these folks saying sooooo easy, something else that’s soooooo easy is telling porkie pies on forums
As the old saying goes, 98.6% of statistics are made up on the spot, turns out the same goes for online games
MehrunesFlagon 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.
Scalecaller is easy.
No it isn't.
Merlin13KAGL wrote: »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.
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.
Maybe. But I doubt it, on Veteran anyway.
I just got done finishing Veteran Bloodroot Forge, Veteran Scale Caller Peak, Veteran Falkerath Hold, Veteran Fang Lair, and Veteran Imperial City prison over the last couple of days (all in pug groups). So I have "experience" and the damage in Moon Hunter Keep (normal mind you) still took me off guard. It was pretty vicious. So I can only imagine what Veteran is like.
I tried a Veteran march of sacrifices today and the archer trash was nearly one-shotting me and the first boss Ursus instant killed me with a single one of her heavy attacks while blocking and kept obliterating our tank in much the same fashion. Though it's possible the tank just wasn't prepared for the dungeon, I'll concede, but still, it was plenty difficult.
So I've concluded the new Wolf Hunter dungeons are hard. They aren't easy and I'm not too proud to admit it. They are going to be impossible or nearly so for the average pug group, so this OP makes a legitimate point.
This is an issue nearly every time they release a new DLC dungeon. Pug groups eager to try out the new content are slaughtered in them. I'm not saying make them easy. But they could stand to be watered down a bit so as to allow more room for error.
The developers of this game would also do well to stop listening to the "elitist" who come onto these forums bragging about how everything is too easy for them (I'm not implying you are one of these b.t.w.). It's causing them to go a little over board with their dungeons lately, because they are certainly not easy - especially on Veteran mode. And even their normal modes are getting out of control with all the instant death every time you make a slight mistake or God forbid don't roll or block in time.
MehrunesFlagon 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.
Scalecaller is easy.
MehrunesFlagon 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.
Scalecaller is easy.
MehrunesFlagon 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.
Scalecaller is easy.
The Boss with the petrifying orbs either makes or breaks your group but yeah id say it might be the easiest dlc dungeon.
Toughest to easiest no HM
Bloodroot forge
Fang lair
Falkreath hold
Ruins of mazzaton
Moon hunter keep
White gold tower
(Other wolf dungeon)
Scalecaller peak
ICP
MehrunesFlagon 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.
Scalecaller is easy.
The Boss with the petrifying orbs either makes or breaks your group but yeah id say it might be the easiest dlc dungeon.
Toughest to easiest no HM
Bloodroot forge
Fang lair
Falkreath hold
Ruins of mazzaton
Moon hunter keep
White gold tower
(Other wolf dungeon)
Scalecaller peak
ICP
MehrunesFlagon 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.
Scalecaller is easy.
The Boss with the petrifying orbs either makes or breaks your group but yeah id say it might be the easiest dlc dungeon.
Toughest to easiest no HM
Bloodroot forge
Fang lair
Falkreath hold
Ruins of mazzaton
Moon hunter keep
White gold tower
(Other wolf dungeon)
Scalecaller peak
ICP
Bloodroot forge, really?