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.
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.
cremefatale wrote: »weedgenius wrote: »I feel your pain OP -- I find that more times than not I can get through DLC dungeons on normal with one group from the queue (some on vet), but I've had A LOT of trouble with this one. At a certain point it doesn't matter how many times you type "KILL THE SPRIGGANS" or "INTERRUPT THE POUNCE," some groups just aren't gonna get it together. I've definitely had more disbands in MHK than any other DLC dungeon.
Sometimes you actually do get a good random group that knows the mechanics, has a great DPS burn, listens and learns, or some combination of the three.
Right?
I get it's suppose to be challenging, but not impossible.
DaveMoeDee wrote: »The random dungeon finding is designed poorly. The problem is that random isn't at all random because you get paired up with people who want particular dungeons. People who want to do vMHK often end up with randoms who don't want to deal with that, and randoms have that person to blame for being in that dungeon in the first place.
I play all dungeons with my brother on normal, some vet. This dungeon is hard but not impossible. White wolf is the hardest. I usually try taunt the boss and my brother kills the adds as soon as they’re up. I dodge roll away before being hit. Try to keep one player in front and one behind. Stay close to interrupt when needed. That’s normal mode with 2 players. Tough but fun.
Thanks guys like you are the Reason why Dungeons get nerfed and Cool mechanics get removed. Every vet dungeon ist completeble you have to find out the mechanics what you have to do there. But the most people don't want to find out the mechanics and say like you "This Dungeon is Impossible to beat". Sorry but when you are to bad for this dungons because of any reason then PLEASE don't go in and blame the developer they should nerf it becauae you can't complete it then please go in normal in.
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.
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?
Both hm and non hm I'd have to put bloodroot at the top too. None of them are hard with a good group once you've figured the places out but if I was going into the dlc dungeons with 3 people who have never done em...
Bloodroot hm is a dps check basically. People who aren't up to par have big troubles with the bull boss on the island.
Fang lair has that one boss which is a party killer.
Falkreath, ignoring half the adds could be bosses on their own, gets tough around shield phase. The ghost boss halfway through also throws folks.
Ruins, spice boss. Dunno how many times I've watched people fail even after start is perfectly laid out. Nevermind last boss.
Mhk, makes you think and move and not derp.
Wgt, pinion boss still gets folks.
The rest are blah. ICP is a joke and I feel like I'm the only one in game who loves that place. COS we just 3 dps'd one tank a no death for a guildy so he could get his skin last night.
Now with a good group, everything I wrote out can be tossed aside but I agree with his list based on my own experiences when I do pug em or we run 1 or more new folks through em.
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.
FlyingSwan wrote: »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. .
There is an easy mode, it's called, 'normal'. As has been pointed out, any group paying attention, correctly geared and supporting each other can comfortably complete all ESO 4 man content on normal, even the new DLC dungeons. And even if they can't complete it first time, they will after a few runs for learning the ropes.
If one can't complete the new 4 man content on normal, it's because one is not correctly geared (I only wear crafted and can complete them on vet), and/or not paying attention to the mechanics and playing one's role correctly. The game is not there to pander to those types, there are rules to success, same as in all games. I can't see why this is so hard to grasp.