There is an inflation of one shot mechanics in the last DLCs ...many of them appear randomly and without any sign ..telegraph ..etc.. ( even the dragons begun to one shot with no sign).
This is a game . We want to play it for fun .
English is not my native language.
TriangularChicken wrote: »I'd like to see more difficult mechanics and more one shots, it's a nice challenge. Would be super boring if everything would be as easy as fungal grotto 1.
phaneub17_ESO wrote: »Maybe it'll get people to use block more frequently, most damage in the game can be reduced by blocking even if its not actually targeting you like AOE effects.
There is an inflation of one shot mechanics in the last DLCs ...many of them appear randomly and without any sign ..telegraph ..etc.. ( even the dragons begun to one shot with no sign).
This is a game . We want to play it for fun .
English is not my native language.
phaneub17_ESO wrote: »Maybe it'll get people to use block more frequently, most damage in the game can be reduced by blocking even if its not actually targeting you like AOE effects.
Except that's bulldung.
In the case of dragons, well... I've done a bit of testing with my tank. All I got from it was frustration. My tank is built only for one purpose : being as unkillable as can be. Stamsorc nord tank, slightly over the max resists once buffed (and I always keep him buffed in combat), around 45-50k HP, several layers of damage shields (one from his gear, one from two handed that I can spam, one from one hand and shield that I can spam, one from psijic skill line when blocking...) and even champion points to boost damage shield.
He still gets one-shot from dragons without any sign. And by an enormous margin. One second I'm here, near the dragon's wing, hitting it to do my limited damage (well, he is a tank...), the next I'm dead and the recap tells me I got hit for over 80k damage. There was never a telegraph of any kind, the dragon was looking the other way, there was no wing slapping, no tail whpping, no flame-spitting, no nothing. I just take way more damage than my total HP, without any sing that it's coming whatsoever. Even blocking wouldn't help with that much damage. The only safe spot I found to avoid being one-shot seems to be when you're hitting the tip of the dragon's tail. You still large damage when it whips you, but a tank can survive that. Maybe I was just lucky, though.
Then, there is this boss in Glenumbria, the lightning drake thingie. If you're not in CP levels, you can block its lightning ball. Else, you'd better dodge, because it's insta-kill even if you're blocking. I know, I tried several times (granted, it was a while ago, maybe it has chaged since then). At least you can see it coming... Unless you're the tank, because then you're in melee range, and the beast is facing you because you have the aggro.
Then, there are some annoying dungeon mechanics, preventing us from trying some dungeons as a solo run, for the sheer challenge of it. Like, when a boss will randomly select someone to pin them on the ground and they'll need help from a group member to get back up, else they die. That's a secondary concerne, but that's still quite annoying. And no amount of blocking will help with that either.
There is an inflation of one shot mechanics in the last DLCs ...many of them appear randomly and without any sign ..telegraph ..etc.. ( even the dragons begun to one shot with no sign).
This is a game . We want to play it for fun .
English is not my native language.
phaneub17_ESO wrote: »Maybe it'll get people to use block more frequently, most damage in the game can be reduced by blocking even if its not actually targeting you like AOE effects.
Emma_Overload wrote: »TriangularChicken wrote: »I'd like to see more difficult mechanics and more one shots, it's a nice challenge. Would be super boring if everything would be as easy as fungal grotto 1.
They can make PvE bosses more challenging without dumb one-shots. All they have to do is increase the bosses' average damage output high enough so that the healers and tanks really need to do their jobs, while DPS need to pay attention to where they are standing and manage their self healing.
One-shots make the game frustrating and pointless because tanks can't tank them, healers can't heal them and DPS has no chance at all. Continous, sustained incoming damage, on the other hand, keeps all players on their toes while forcing them to perform their designated roles competently.
Dusk_Coven wrote: »You mean like how some PvP builds can kill you in 1 second with no warning?
That's a bad example for one-shots, though - because it isn't. It is a heal check, i.e. it can be healed through, and you get saved not by burning the boss but by a decent healer. More damage will only help you if dps gets so inflated that you can burn the boss before the first poison phase, and I think we're still quite a bit away from that.VaranisArano wrote: »There's a good base game example of this in Darkshade 2 with the Engine Guardian for anyone who avoids DLC dungeons. There's a coordination mechanic with the levers that allows a group to bypass the poison phase if everyone manages it. When me and my IRL friends were learning that fight, we died so many times trying to make it work! Or one person would die, and then we'd be behind on DPS as we had to rez and recover, often leading to a cascade of deaths and a wipe. Then, we looked it up and discovered the other method: let the healer pass the heal check while everyone else burns the boss. Much, much easier! We beat the encounter with no problem.