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.
VaranisArano wrote: »That's essentially what ZOS is doing with one shots. It becomes more painful for groups to deal with mechanics where a failure can lead to a cascade of deaths or simply put a low DPS group even farther in the hole. It becomes much safer for a group who can simply burn through the mechanics with high DPS.
Ironically, ZOS is widening the gap between ceiling and floor with their own mechanics.
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.
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.
Which are the other one shot mechanics aside the dragon's breath which you mentioned?
I don't mind this with dragons, they should be super-powerful, not like in Skyrim where you can one-shot them with an arrow from sneak, if you build your char as an archer. When the dragon takes flight, you need to take distance, that is how it should be...
@Dusk_Coven how do you get one shotted in pvp unless you aren't in impen?
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.
The mechanics for dragons are a disgrace. They are an exceptionally badly designed, very boring part of the game.
No indication of one shots
No indication of AoE around the dragon
Invisible AoE that erupts beneath players (again for no clear reason)
No indication of effected area from dragon wing flaps or tail swipes
The development of 'almost invisible' highly damaging AoE seems to be a theme of Elsweyr and the Dragonbore dungeons, which again is a cheat on players
I don't want dragons (or other bosses for that matter) to be easy to kill. But I do expect mechanics that are easy to understand and work, where there is some kind of indication that I am going to be hit that allows me to actually react. Being continually one shot by random events is no fun at all. And two invisible hits of 10k+ in less than 0.2 of a second isn't fun either.
The end result of this is that either no one is bothering to fight dragons, or, if they can be bothered, everyone is sniping from range, which is beyond tedious.
There are more people doing dolmens in Glenumbra than there are doing dragons in Elsweyr atm.
barney2525 wrote: »The mechanics for dragons are a disgrace. They are an exceptionally badly designed, very boring part of the game.
No indication of one shots
No indication of AoE around the dragon
Invisible AoE that erupts beneath players (again for no clear reason)
No indication of effected area from dragon wing flaps or tail swipes
The development of 'almost invisible' highly damaging AoE seems to be a theme of Elsweyr and the Dragonbore dungeons, which again is a cheat on players
I don't want dragons (or other bosses for that matter) to be easy to kill. But I do expect mechanics that are easy to understand and work, where there is some kind of indication that I am going to be hit that allows me to actually react. Being continually one shot by random events is no fun at all. And two invisible hits of 10k+ in less than 0.2 of a second isn't fun either.
The end result of this is that either no one is bothering to fight dragons, or, if they can be bothered, everyone is sniping from range, which is beyond tedious.
There are more people doing dolmens in Glenumbra than there are doing dragons in Elsweyr atm.
Huh?
You been fighting the same dragons I have?
Dragon takes flight, I run off to the side. I choose not to stand in the middle while he's doing a strafing run. Sure, there is no red area that is about to be hit, if you can't look at his positioning and figure out where the flame is going to hit, that's on you.
I see lots of red circles that are about to do bad things, and have enough time to react to them. Red circles appear before molten rocks explode up from the ground.
The tail smack does not have an indicator, but you know he might do it at any time. So pay attention to where you are and keep your distance.
Same applies with the wings. If you try to get that close, you gotta expect he's gonna smack you with the wing.
I'm not a top level combat specialist by any stretch of the imagination, but I have little difficulty staying alive during a group vs dragon fight
And you say - sniping from range is beyond tedious. ... Soooooo ... you want dragon fights, where you can walk up to the dragon, mano e mano, and hand to hand him to death? And you try this and complain because he instant kills you? Does it not occur to you that this is a frigging Dragon, and it does not follow a script from a movie. There is no script in ESO for the dragon to follow that tells the dragon when to stop fighting hard and turn its underbelly toward the 'hero'.
You seriously think that people should be able to walk right up to a dragon and NOT be one shot?
Am I on candid camera?
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.
Veinblood1965 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.
I've wiped so many times on FG1 I almost quit the game, only finished it twice now, not sure what you are smoking but I'd like some.
RogueShark wrote: »barney2525 wrote: »The mechanics for dragons are a disgrace. They are an exceptionally badly designed, very boring part of the game.
No indication of one shots
No indication of AoE around the dragon
Invisible AoE that erupts beneath players (again for no clear reason)
No indication of effected area from dragon wing flaps or tail swipes
The development of 'almost invisible' highly damaging AoE seems to be a theme of Elsweyr and the Dragonbore dungeons, which again is a cheat on players
I don't want dragons (or other bosses for that matter) to be easy to kill. But I do expect mechanics that are easy to understand and work, where there is some kind of indication that I am going to be hit that allows me to actually react. Being continually one shot by random events is no fun at all. And two invisible hits of 10k+ in less than 0.2 of a second isn't fun either.
The end result of this is that either no one is bothering to fight dragons, or, if they can be bothered, everyone is sniping from range, which is beyond tedious.
There are more people doing dolmens in Glenumbra than there are doing dragons in Elsweyr atm.
Huh?
You been fighting the same dragons I have?
Dragon takes flight, I run off to the side. I choose not to stand in the middle while he's doing a strafing run. Sure, there is no red area that is about to be hit, if you can't look at his positioning and figure out where the flame is going to hit, that's on you.
I see lots of red circles that are about to do bad things, and have enough time to react to them. Red circles appear before molten rocks explode up from the ground.
The tail smack does not have an indicator, but you know he might do it at any time. So pay attention to where you are and keep your distance.
Same applies with the wings. If you try to get that close, you gotta expect he's gonna smack you with the wing.
I'm not a top level combat specialist by any stretch of the imagination, but I have little difficulty staying alive during a group vs dragon fight
And you say - sniping from range is beyond tedious. ... Soooooo ... you want dragon fights, where you can walk up to the dragon, mano e mano, and hand to hand him to death? And you try this and complain because he instant kills you? Does it not occur to you that this is a frigging Dragon, and it does not follow a script from a movie. There is no script in ESO for the dragon to follow that tells the dragon when to stop fighting hard and turn its underbelly toward the 'hero'.
You seriously think that people should be able to walk right up to a dragon and NOT be one shot?
Am I on candid camera?
The worst one-shot ability from dragons is his bite or whatever. And even that is telegraphed. It doesn't have an AoE indicator and it will only hit whoever has his aggro. I've tanked the dragons on my 17k stam sorc when there's no tank around to take aggro. I just end up spending most of the fight dodge-rolling.
The bite attack (can't remember the exact name) is very quick, but the indicator IIRC is him pulling his head back and it gets the little spark effects around it, like when a mob is preparing to heavy attack you.
Haven't seen any one-shot mechanics on the dragons that have zero indicators.
Edit for: Trainwreck of quotes.
One shots are the laziest kind of game design that are put in games rather than spend the time to make the encounter meaningfully difficult. Can't believe people are defending them. Have played far harder MMO type games than ESO from vastly less funded, staffed studios that have exactly -0- one shot cheeze in them. No reason, other than laziness, that ESO can't accomplish similar.
The mechanics for dragons are a disgrace. They are an exceptionally badly designed, very boring part of the game.
No indication of one shots
No indication of AoE around the dragon
Invisible AoE that erupts beneath players (again for no clear reason)
No indication of effected area from dragon wing flaps or tail swipes
The development of 'almost invisible' highly damaging AoE seems to be a theme of Elsweyr and the Dragonbore dungeons, which again is a cheat on players
I don't want dragons (or other bosses for that matter) to be easy to kill. But I do expect mechanics that are easy to understand and work, where there is some kind of indication that I am going to be hit that allows me to actually react. Being continually one shot by random events is no fun at all. And two invisible hits of 10k+ in less than 0.2 of a second isn't fun either.
The end result of this is that either no one is bothering to fight dragons, or, if they can be bothered, everyone is sniping from range, which is beyond tedious.
There are more people doing dolmens in Glenumbra than there are doing dragons in Elsweyr atm.
TheDarkShadow wrote: »Many people use "the dragon" which I assume the Elsweyr "dolment" dragons. Well you supposed to have a tank to keep it still, or else just take turn dying then rez. It's not a design problem it the lack of tank to do mechanic (keep boss facing 1 direction and hold block).
the next I'm dead and the recap tells me I got hit for over 80k damage.
UntilValhalla13 wrote: »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.
When you're fighting a dragon, you want to be between his head and his wing, IN FRONT OF HIM. It's the same with sunspire. If you're to his side, his wing will knock you back and wreck you.
If you're talking about the glenumbra wamasu, you literally just bash him to prevent his big attack. You'll see the red sparks. The only other things he does is a huge telegraphed cleave, and a charge. He's super easy to solo on a dps.
I can't think of a true one shot mechanic from a non-enraged, boss, to a properly geared, blocking tank. It's about learning mechanics.
One shots are the laziest kind of game design that are put in games rather than spend the time to make the encounter meaningfully difficult. Can't believe people are defending them. Have played far harder MMO type games than ESO from vastly less funded, staffed studios that have exactly -0- one shot cheeze in them. No reason, other than laziness, that ESO can't accomplish similar.
wild_kmacdb16_ESO wrote: »One shot mechanics should be limited to Veteran Trials IMO. Those folks know what they are getting into and probably expect and enjoy such things.
Sally Mae shouldn't have to research YouTube videos and online wikis prior to running a normal dungeon for fear of being the one that causes the group to wipe because she didn't organically know to stand behind a bucket while spinning 360 degrees and jumping up and down to avoid the 1 hit KO.
Schattenfluegel wrote: »The dragons Oneshot in Elswyre hits only people, who standing too near to him. Playing on max Melee Range should solve that problem.