Im planning to buy them during the Sale (gold for crowns ofc) because i want Access to the balorgh Set and nothing Else, all Friends i've talked to Said the Dungeons are one 1-shot mechanic after another, once i have 2 light/med/heavy Helmets i prolly wont Set Foot into these dungeons ever again.
Im planning to buy them during the Sale (gold for crowns ofc) because i want Access to the balorgh Set and nothing Else, all Friends i've talked to Said the Dungeons are one 1-shot mechanic after another, once i have 2 light/med/heavy Helmets i prolly wont Set Foot into these dungeons ever again.
Could just wait and hope for the helmet to be in The Golden one day.
As a tank, Moonhunter Keep is my least favorite dungeon at the moment. It is all heavy bleeds, enrages, immobilization and one shots. I appreciate the challenge, and with a good group, or at least one that communicates, it can almost be fun. Most of the time it is just a claustrophobic annoyance. Won't stop me hunting the slayer and cosmetic achievements tho.
Bloodroot forge is still a close second just because the bullcrap RNG on Galchobhar's rock islands is the only thing standing between me and a no death run most of the time.
I actually quite like Fang Lair but getting a group from group finder that can get past the menagerie is a crapshoot.
Still can't find a group to do hard mode for Fang Lair, Scalecaller, Moonhunter or March of Sacrifices. I don't mind the challenge but I feel like they have pumped the difficulty up to the point where most people just can't be bothered even trying. They might do it once but never go back again and given the only real motivation to do so beyond getting the cosmetic item is a single extra undaunted key I can see why.
They need to tone down the difficulty or buff the rewards imho.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
As a tank, Moonhunter Keep is my least favorite dungeon at the moment. It is all heavy bleeds, enrages, immobilization and one shots. I appreciate the challenge, and with a good group, or at least one that communicates, it can almost be fun. Most of the time it is just a claustrophobic annoyance. Won't stop me hunting the slayer and cosmetic achievements tho.
Bloodroot forge is still a close second just because the bullcrap RNG on Galchobhar's rock islands is the only thing standing between me and a no death run most of the time.
I actually quite like Fang Lair but getting a group from group finder that can get past the menagerie is a crapshoot.
Still can't find a group to do hard mode for Fang Lair, Scalecaller, Moonhunter or March of Sacrifices. I don't mind the challenge but I feel like they have pumped the difficulty up to the point where most people just can't be bothered even trying. They might do it once but never go back again and given the only real motivation to do so beyond getting the cosmetic item is a single extra undaunted key I can see why.
They need to tone down the difficulty or buff the rewards imho.
Way back in the day when the key progression was this...:...there was a clearly superior reward for doing the most difficult dungeons on the more difficult option. Now, completing vSP HM gives the same reward as vFG1 HM. They need to re-scale the DLC rewards again and offer something like 3 or 4 keys and a guaranteed 25 transmute gem for completing a Vet DLC HM pledge since their difficulty is so much higher than your typical HM run.
- Normal Dungeon/Veteran Dungeon - 1 Silver Key
- Veteran Dungeon, Hard Mode - 1 Gold Key
- Veteran DLC Dungeon, Hard Mode - 2 Gold Keys
As a tank, Moonhunter Keep is my least favorite dungeon at the moment. It is all heavy bleeds, enrages, immobilization and one shots. I appreciate the challenge, and with a good group, or at least one that communicates, it can almost be fun. Most of the time it is just a claustrophobic annoyance. Won't stop me hunting the slayer and cosmetic achievements tho.
Bloodroot forge is still a close second just because the bullcrap RNG on Galchobhar's rock islands is the only thing standing between me and a no death run most of the time.
I actually quite like Fang Lair but getting a group from group finder that can get past the menagerie is a crapshoot.
Still can't find a group to do hard mode for Fang Lair, Scalecaller, Moonhunter or March of Sacrifices. I don't mind the challenge but I feel like they have pumped the difficulty up to the point where most people just can't be bothered even trying. They might do it once but never go back again and given the only real motivation to do so beyond getting the cosmetic item is a single extra undaunted key I can see why.
They need to tone down the difficulty or buff the rewards imho.
Way back in the day when the key progression was this...:...there was a clearly superior reward for doing the most difficult dungeons on the more difficult option. Now, completing vSP HM gives the same reward as vFG1 HM. They need to re-scale the DLC rewards again and offer something like 3 or 4 keys and a guaranteed 25 transmute gem for completing a Vet DLC HM pledge since their difficulty is so much higher than your typical HM run.
- Normal Dungeon/Veteran Dungeon - 1 Silver Key
- Veteran Dungeon, Hard Mode - 1 Gold Key
- Veteran DLC Dungeon, Hard Mode - 2 Gold Keys
They said they are working on something to rework the rewards/scaling. But you know I believe when I see it.
madeeh91rwb17_ESO wrote: »even mario bros was full of "one shot" mechs. Stop QQing.
If you can't interrupt a one shot mechanic that is visibly telecasting for a couple of seconds before firing, then... maybe its not the one shot mechs that are the problem.
Im planning to buy them during the Sale (gold for crowns ofc) because i want Access to the balorgh Set and nothing Else, all Friends i've talked to Said the Dungeons are one 1-shot mechanic after another, once i have 2 light/med/heavy Helmets i prolly wont Set Foot into these dungeons ever again.
Could just wait and hope for the helmet to be in The Golden one day.
madeeh91rwb17_ESO wrote: »even mario bros was full of "one shot" mechs. Stop QQing.
If you can't interrupt a one shot mechanic that is visibly telecasting for a couple of seconds before firing, then... maybe its not the one shot mechs that are the problem.
If the dungeon/trial team would put half as much efford into creating fun and challenging mechanics, as they put into punishing low dps groups, this game could actually have a good "endgame".