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Why are they nerfing dungeons?

mcagatayg
mcagatayg
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Especially old ones like Cradle of Shadows and Bloodroot etc... They are already easy to complete compared to new ones, and they were easy to do with 3 DDs. Now there is no need for a healer.
  • Maotti
    Maotti
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    They're nerfing them?
    PC EU
  • SaintSubwayy
    SaintSubwayy
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    well....see the bright side, that makes it easier to grind undaunted, cause you'll get stuff like speedrun / HM / nodeath now nearly for free, so extra points towards undaunted skilline :D

    but why they nerf them I dunno....maybe they have a Idea on how to progress with CP changes, and are already wokring on adjustments for the content.
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • Ladislao
    Ladislao
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    Then more people will be able to complete this.

    Although I would not call Wolfhunter easier than Wrathstone.
    Everything is viable
  • mcagatayg
    mcagatayg
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    Maotti wrote: »
    They're nerfing them?

    Check the patch notes, a lot of "decreased damage" in dungeon section...
  • Vildebill
    Vildebill
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    The bull in bloodroot got a big nerf. Sad, since almost all extra damage could be avoided by just following mechanics.
    EU PC
  • KhajiitFelix
    KhajiitFelix
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    To make them possible for PvPers because they complain that they are too hard.
  • Maotti
    Maotti
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    mcagatayg wrote: »
    Maotti wrote: »
    They're nerfing them?

    Check the patch notes, a lot of "decreased damage" in dungeon section...

    Yeah i see it now. I wasn't aware the patch notes were already out. :)
    PC EU
  • Namarkas
    Namarkas
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    Just wow. Some changes here that completly remove any interesting stuff some fights had to offer.
    Dungeons

    White Gold Tower
    Planar Inhibitor
    Heat Stroke will now be fully cleansed from a player that disrupts the Inhibitor Pinion.
    Heat Stroke now correctly appear as a debuff, and no longer stacks beyond 12.
    Fixed an issue with the visual effects for Heat Stroke not appearing correctly.
    The Inhibitor Pinion now reactivates faster after interacting with it.
    Your character will no longer suffer a stacking snare during Daedric Catastrophe when being chased by the Planar Inhibitor.
    Added a targeting telegraph to the player that the Planar Inhibitor is chasing during Daedric Catastrophe.
    Increased the time it takes for Plane Meld Rifts to summon the first Dremora.
    Plane Meld Rifts now only summon a single Dremora total.
    Magma Diver and Cataclysmic Geyser can now be dodged.
    Updated various telegraphs to be more visible and informative.

    I mean what is left in that encounter after this? it's just another boring "tank takes it" boss :cry:
  • Drako_Ei
    Drako_Ei
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    Im really mad about the Plannar nerf, it used to be one of my favourites to tank, now its just garbage.

    One shots for the dps still exist (instead of 80k it will be 60k now), but why remove the pressure from the tank? Healers will be more useless than ever, other than DPS buffing machines
  • LiraTaurwen
    LiraTaurwen
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    Sad to see these changes too, I didn't even get the chance to try them on veteran mode yet and now they have been nerfed :(
  • Thevampirenight
    Thevampirenight
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    Well if they make them easier for casuel/Roleplayers like me. Maybe they could add a elite mode for those that like it hardcore hard. While leaving all the skins and personalities in vet mode. Maybe give special titles for elite mode! And allow Casuels a chance of getting the personalities and skins.
    Edited by Thevampirenight on March 4, 2019 11:50AM
    PC NA
    Please add Fangs to Vampires.
  • chris211
    chris211
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    mcagatayg wrote: »
    Especially old ones like Cradle of Shadows and Bloodroot etc... They are already easy to complete compared to new ones, and they were easy to do with 3 DDs. Now there is no need for a healer.

    cus pugs be pugs
  • Rikumaru
    Rikumaru
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    Because of some entitled people who believe they should be able to complete every single piece of content in the game without actually working to improve at the game. Welcome to gaming in 2019.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • Vildebill
    Vildebill
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    It's laughable to think back of when White Gold Tower launched in 2015. I completed the dungeon on launch day, and since then there has been a lot of nerfs on the dungeon itself, plus a lot of champion points, new OP sets and stuff that's raised the DPS ceiling tremendously. And yet this dungeon needs a nerf three and a half years later.

    If you aren't able to complete this dungeon, the content is not the problem. Not even remotely close.
    EU PC
  • Tyrion87
    Tyrion87
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    Yep, I am very disappointed with today's patch.

    They erased these mechanics that were making particular bosses interesting and unique.

    Like the Galchobar - now without stone atros (?!) and with shalks with decreased health and damage from their lava balls (it already could be shielded...)?!

    Planar Inhibitor without a stacking snare during the blue phase?! (this boss is already nuked by many but still.... for weaker groups they just deleted the unique mechanic with touching the pinion in turns)

    And nerfing the boss in MoS without even fixing the bug with fighting him outside the room....

    They literally tell us: our 4-man content does not need a healer anymore.

  • code65536
    code65536
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    What. The. Hell?!
    Removed the Stone Atronachs from the encounter.
    Heat Stroke will now be fully cleansed from a player that disrupts the Inhibitor Pinion.
    Your character will no longer suffer a stacking snare during Daedric Catastrophe when being chased by the Planar Inhibitor.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
  • Left4Daud
    Left4Daud
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    Has to be based on their completion metrics for the relevant fights.

    Some interesting nerfs.
  • Tasear
    Tasear
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    There's a lot of damage reduction...and healers aren't needed in non-dlc maybe this is nail in coffin? ⚰️

    Maybe this all planned for cp adjustment? I really don't understand though.
  • LiraTaurwen
    LiraTaurwen
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    Tasear wrote: »
    There's a lot of damage reduction...and healers aren't needed in non-dlc maybe this is nail in coffin? ⚰️

    Maybe this all planned for cp adjustment? I really don't understand though.

    Yea this got me worried for the future since I'm playing an healer. Can't understand the reasoning behind these changes, hopefully it has something to do with the cp adjustment but I'm afraid it's just because people are always complaining and asking for easier dungeons :(
  • Tyrion87
    Tyrion87
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    Tasear wrote: »
    There's a lot of damage reduction...and healers aren't needed in non-dlc maybe this is nail in coffin? ⚰️

    Maybe this all planned for cp adjustment? I really don't understand though.

    Well, if it is some sort of preparation for CP adjustments, then it should come with these adjustments, not now.

    Todays nerfs just make all these fights nuke-and-forget type of fights :disappointed:
  • John_Falstaff
    John_Falstaff
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    Somewhat disappointing.

    But some bullet points I can frankly understand. Planar Inhibitor is a tedious and wipe-prone fight if done by the book, probably by majority of groups, and I can imagine dungeon starting with a question: do we have enough damage to nuke Inhibitor? If that filters out a lot of damage dealers, definitely something had to be done (except maybe the right course would've been to prevent the nuke instead of making non-nuke way easier ^^).
  • mcagatayg
    mcagatayg
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    Tasear wrote: »
    There's a lot of damage reduction...and healers aren't needed in non-dlc maybe this is nail in coffin? ⚰️

    Maybe this all planned for cp adjustment? I really don't understand though.

    No need to nerf content, even if we lose dps and some defense, player will adapt anyway. This just sucks imo.
  • siddique
    siddique
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    This is what you get for constantly moaning about nerfing this or that.
    "Knee-jerk reactionist."
    Lost Depths, 2015-2022.
  • Wolfahm
    Wolfahm
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    TBH you don't NEED healers for ANY DLC 4 mans before these nerfs. you don't even NEED a healer for 4 man arenas....
    MAKE KHAJIITS CRIT AGAIN!!!

    |Wolf Ahm the Unchained|
    - 4 Nightblades | 3 Stam/1 Mag -
    - 2 Templars | Stam/Healer -
    - 2 Sorc | Stam/Mag -
    - 2 Wardens | Stam/Mag -
    - 1 DK | Tank/Stam -
    || Aldmeri Dominion ||


  • esoRevan
    esoRevan
    Soul Shriven
    they might as well replace the bosses with target dummys
    Edited by esoRevan on March 4, 2019 12:16PM
    PC EU - Protectors of Oblivion
    esoRevan
  • Wolfahm
    Wolfahm
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    vet and HM should be a goal for newer players not a "right" .. you can already 3 ( sometimes 4 DPS ) every 4 man in the game. It is even most times "safer" to do so since you skip most mechs.
    Edited by Wolfahm on March 4, 2019 12:18PM
    MAKE KHAJIITS CRIT AGAIN!!!

    |Wolf Ahm the Unchained|
    - 4 Nightblades | 3 Stam/1 Mag -
    - 2 Templars | Stam/Healer -
    - 2 Sorc | Stam/Mag -
    - 2 Wardens | Stam/Mag -
    - 1 DK | Tank/Stam -
    || Aldmeri Dominion ||


  • Tasear
    Tasear
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    mcagatayg wrote: »
    Tasear wrote: »
    There's a lot of damage reduction...and healers aren't needed in non-dlc maybe this is nail in coffin? ⚰️

    Maybe this all planned for cp adjustment? I really don't understand though.

    No need to nerf content, even if we lose dps and some defense, player will adapt anyway. This just sucks imo.

    Yeah it's just very strange... like usual I am understanding but a lot of dungeons where hit hard with these changes.
  • r34lian
    r34lian
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    Well this is a good step afterall it's not a souls game and those vet content were being completed only by a minority of playerbase like 2 or 3% which isn't good for playerbase nor the company , most of dlc dungeons were useless cause only high level elitist are able to complete but now it might be for the rest of audience as well!
    2000 CP • 18 Maxed Characters • 6 Altmers • 7 Redguards • Necromancer Orc • Warden Dunmer • DK Nord • DK Imperial • Templar Breton
  • Wolfahm
    Wolfahm
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    Well this is a good step afterall it's not a souls game and those vet content were being completed only by a minority of playerbase like 2 or 3% which isn't good for playerbase nor the company , most of dlc dungeons were useless cause only high level elitist are able to complete but now it might be for the rest of audience as well!

    then practices.. and do normal.
    MAKE KHAJIITS CRIT AGAIN!!!

    |Wolf Ahm the Unchained|
    - 4 Nightblades | 3 Stam/1 Mag -
    - 2 Templars | Stam/Healer -
    - 2 Sorc | Stam/Mag -
    - 2 Wardens | Stam/Mag -
    - 1 DK | Tank/Stam -
    || Aldmeri Dominion ||


  • code65536
    code65536
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    Wolfahm wrote: »
    vet and HM should be a goal for newer players not a "right" .. you can already 3 ( sometimes 4 DPS ) every 4 man in the game. It is even most times "safer" to do so since you skip most mechs.

    Okay, I'm going to play devil's advocate here.

    The whole "healer won't be needed anymore" thing is a red herring. The two fights that got the heaviest nerfs are Planar and Bull. In either of these cases, the things that are nerfed are things that a healer won't have helped you with anyway. Every experienced group (the kind that would go healerless) just straight burn Planar without ever cycling the pinion, so the pinion change doesn't affect them. Getting caught during the blue phase is a guaranteed death that cannot be saved with healing so the snare change just means if I'm PUGing I can handle blue phase solo without relying on the puglets to grab the pinion to save me. (Plus, it's not a very intuitive mechanic--I've spent a lot of keystrokes trying to explain how it works.)

    For the bull boss, if you fail to kill the stone atronachs quickly enough, they will wipe you, and a healer will at most buy you a few extra seconds.

    So, in practical terms, what actually changed with respect to healer need? Nothing.

    So why were these changes made? Well, whenever I queue for a random vet and get Bloodroot and see the blue portal at the entrance, it's always been the bull boss. Same thing with vWGT. If I get queued into a half-completed instance, I already know exactly where that blue portal is going to take me.

    The final bosses weren't heavily nerfed. The Hard Modes weren't touched. I suspect ZOS thinks that this makes for a better progression of difficulty through the dungeon.
    Edited by code65536 on March 4, 2019 1:41PM
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
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