Not to mention that there are major issues with bash (amongst other things...):
1. The game doesn't teach you how to do it.
2. You can't assign it to a single key (big mistake).
3. If you don't play with a mouse and/or you try to reassign its components to 2 keys, it doesn't seem to work properly.
These kind of fundamental issues need to be sorted out before you can expect PUGs to deal with non-standard mechanics, in dungeons.
1. You have to use bash to get through the tutorial.
2. you can bind bash to a single key.
I looked at keybindings and I didn't see Bash there?
Maybe I missed it - will look again when I can log back on.
...and it's been a while, but I don't think I had to use Bash to get through the tutorial?
Do you mean the new tutorial?
If so, I haven't done that.
I don't like these nerfs, and I think that the older DLC dungeons have already been indirectly nerfed by way of power creep (that does not come from CP).
But the hyperbolic nature of some of these comments is ridiculous. The Hard Modes are untouched. While these changes don't encourage healers, they don't discourage them either.
I think they do, because more mechanics mean more incoming damage, increasing the positive a healer can have in a group. On Galchobhar for example, these atros dealt a pretty high amount of damage (which a healer can counter), not that they're gone its pretty much a stack and burn fight with jumping on the island every once in a while. Of course you could do it with three DDs before, but it was challenging.
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.)
[...]
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.
I mean, I've also joined groups at exactly the same point in WGT, but have usually progressed past it once the mechanic has been explained out - usually with comments like 'oh, that was actually pretty cool' or 'that was easier than I expected'. IMO they're pretty cool mechanics, and pretty easy once the group knows them, so I'd rather see work to make it more intuitive - especially for the bosses that do feature more unique behaviours (planar, flesh sculptor in ICP, plague doctor guy in scalecaller, the 3x summoners / skeleton summon thingy in falkreath, and so on).Added a center screen message when a player is targeted by the Fire Shalk's Lava Ball.
Added a flashing telegraph to the player being chased by the Fire Shalk's Lava Ball.
I don't like these nerfs, and I think that the older DLC dungeons have already been indirectly nerfed by way of power creep (that does not come from CP).
But the hyperbolic nature of some of these comments is ridiculous. The Hard Modes are untouched. While these changes don't encourage healers, they don't discourage them either.
I think they do, because more mechanics mean more incoming damage, increasing the positive a healer can have in a group. On Galchobhar for example, these atros dealt a pretty high amount of damage (which a healer can counter), not that they're gone its pretty much a stack and burn fight with jumping on the island every once in a while. Of course you could do it with three DDs before, but it was challenging.
I don't like these nerfs, and I think that the older DLC dungeons have already been indirectly nerfed by way of power creep (that does not come from CP).
But the hyperbolic nature of some of these comments is ridiculous. The Hard Modes are untouched. While these changes don't encourage healers, they don't discourage them either.This increases the difficulty gap between vet dungeons and higher difficulty content like DLC HMs and vet trials. But this decreases the difficulty gap between normal dungeons and vet dungeons. So which gap is the harder gap to cross, for people who are working their way up the difficulty ladder? I guess ZOS thought that it was the latter.How are players supposed to learn for harder content if not in these dungeons?
predareaper wrote: »I'm honestly salty about this, if you don't put in the effort to achieve a win, why should you expect the content to be nerfed, most of these fights could be done with 20 to 30k dps without many wipes so that isnt the problem, people asking for these nerfs where just borderline incompetent and/or wanted to play "their way" (Aka no mecanics/good looking sets and skills, Ive met a few), please, if you read this and asked for these nerfs, consider finding help on why you are so bad at the game and improve.
@code65536
Decreased Velidreth's overall damage in Veteran mode.
Decreased the effectiveness of all negative effects related to the Diseased Spores.
Decreased the damage done by Shadow Spine in Normal and Veteran modes.
Velidreth's Shadow Spine no longer applies the Impaled debuff in Veteran mode.
Decreased the damage done by Deadly Spikes in the catacombs.
Deadly Spikes no longer applies Enfeebling Poison or drains Stamina resources in Veteran mode.
Are ALL of these still on for HM? Does not sound like it?
KhajiitFelix wrote: »To make them possible for PvPers because they complain that they are too hard.
I don't like these nerfs, and I think that the older DLC dungeons have already been indirectly nerfed by way of power creep (that does not come from CP).
But the hyperbolic nature of some of these comments is ridiculous. The Hard Modes are untouched. While these changes don't encourage healers, they don't discourage them either.This increases the difficulty gap between vet dungeons and higher difficulty content like DLC HMs and vet trials. But this decreases the difficulty gap between normal dungeons and vet dungeons. So which gap is the harder gap to cross, for people who are working their way up the difficulty ladder? I guess ZOS thought that it was the latter.How are players supposed to learn for harder content if not in these dungeons?
Reducing ambient damage, removing defile...no sir it does discourage them.
predareaper wrote: »I'm honestly salty about this, if you don't put in the effort to achieve a win, why should you expect the content to be nerfed, most of these fights could be done with 20 to 30k dps without many wipes so that isnt the problem, people asking for these nerfs where just borderline incompetent and/or wanted to play "their way" (Aka no mecanics/good looking sets and skills, Ive met a few), please, if you read this and asked for these nerfs, consider finding help on why you are so bad at the game and improve.
If you have already done these dungeons on vet + HM + speed run + no death, why do you care?
predareaper wrote: »predareaper wrote: »I'm honestly salty about this, if you don't put in the effort to achieve a win, why should you expect the content to be nerfed, most of these fights could be done with 20 to 30k dps without many wipes so that isnt the problem, people asking for these nerfs where just borderline incompetent and/or wanted to play "their way" (Aka no mecanics/good looking sets and skills, Ive met a few), please, if you read this and asked for these nerfs, consider finding help on why you are so bad at the game and improve.
If you have already done these dungeons on vet + HM + speed run + no death, why do you care?
Because it sets the floor for new content and what is expected from players, how are you going to improve if everything stays easy and when you are faced with a challenge instead of getting better you wait for it to get nerfed, new players Will not improve if the content doesnt force them to.
KhajiitFelix wrote: »To make them possible for PvPers because they complain that they are too hard.
I don't like these nerfs, and I think that the older DLC dungeons have already been indirectly nerfed by way of power creep (that does not come from CP).
But the hyperbolic nature of some of these comments is ridiculous. The Hard Modes are untouched. While these changes don't encourage healers, they don't discourage them either.This increases the difficulty gap between vet dungeons and higher difficulty content like DLC HMs and vet trials. But this decreases the difficulty gap between normal dungeons and vet dungeons. So which gap is the harder gap to cross, for people who are working their way up the difficulty ladder? I guess ZOS thought that it was the latter.How are players supposed to learn for harder content if not in these dungeons?
Reducing ambient damage, removing defile...no sir it does discourage them.
We... already run with 3 DDs for that fight. And I had no idea there was even a defile until I saw that patch note.
predareaper wrote: »predareaper wrote: »I'm honestly salty about this, if you don't put in the effort to achieve a win, why should you expect the content to be nerfed, most of these fights could be done with 20 to 30k dps without many wipes so that isnt the problem, people asking for these nerfs where just borderline incompetent and/or wanted to play "their way" (Aka no mecanics/good looking sets and skills, Ive met a few), please, if you read this and asked for these nerfs, consider finding help on why you are so bad at the game and improve.
If you have already done these dungeons on vet + HM + speed run + no death, why do you care?
Because it sets the floor for new content and what is expected from players, how are you going to improve if everything stays easy and when you are faced with a challenge instead of getting better you wait for it to get nerfed, new players Will not improve if the content doesnt force them to.
New and old players won't do or buy content if they hit a skill ceiling and can't progress. Why would someone buy the new DLC if they can't even finish the old ones.
this is just a failure of the model. The vet dlc dungeons are inaccessible because they are designed for players who have the following:
voice coms
guild backup to learn encounters
light weaving
many pugs wont have any of this and thus failure and avoidance will be the result in many cases.
its not so much a skill thing as an organization thing.
Guilds in this game are weak because of the traders
many players dont like or use light weaving
pc players need 3rd party voice coms
Stop telling people to L2P and figure out why they dont want to.