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Changes to Halls of Fabrication in Update 25: The good, the bad, and what could be done differently

code65536
code65536
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Halls of Fabrication is my personal favorite trial, and my initial quick-take reaction to the changes in the PTS patch notes was, "F*** no!" I've since had some time to think more carefully about it, and I want to offer more nuanced and specific feedback regarding these changes.

Halls of Fabrication in relation to other trials:

One of the major problems with vHoF is that the Hard Mode of the Assembly General fight is inconsequential. Every other trial Hard Mode has some sort of change of mechanic. vHoF is unique in ESO in that its final boss Hard Mode is mechanically identical to the non-Hard Mode version. The only change is a fairly modest tweak in numbers. Even Craglorn trials have a bigger jump in difficulty from non-HM to HM than vHoF: there are Storm Atronachs in vAA, Gargoyles and petrification in vHRC, and World Shaper in vSO.

Why am I bringing this up? Because it means that the range of skill levels that vHoF can target is narrower than that of other veteran trials. And this is the central tension that we have with vHoF: vHoF non-HM is less accessible to mid/low-tier groups than any other DLC vet non-HM (vSS non-HM, vMoL non-HM, vAS +0, and vCR +0). Yet every other DLC HM--vSS HM, vCR +3, vAS +2, and, yes, even the older vMoL HM are more challenging than vHoF HM.

And that's why these vHoF changes are so controversial, because in the eyes of people who just do vet trials without HM, this is a well-deserved nerf of the most difficult of the lot that makes an old trial more accessible, but for people who do Hard Modes, this is an inappropriate nerf to one of the easiest DLC trials in the game.

The ideal solution then is to give vHoF a bit more stratification. Adding HM toggles to every boss--even if it's something as simple as keeping the current boss fights as "HM" and offering numbers-nerfed versions as "non-HM"--would be a much better solution. But I also recognize that this probably would take more resources than ZOS is willing to devote to 2.5-year-old content, so let's talk about better ways to tweak the trial.

Patch notes, point-by-point:
  • The Draining Shock ability no longer drains Magicka of those affected by the Damage over Time. - I completely support this. One of the original complaints about HoF was that it was full of resource drains, in a patch that had sledgehammered sustain. Furthermore, the resource drains in HoF only drain magicka and not stamina, and is one of the reasons why people tend to favor stamina builds for HoF.
  • Reduced the health of Refabricated Spheres, Hunter-Killer Negatrix and Positrox on Veteran difficulty. - Please do not nerf the health of the bosses. Nerfing sphere health is fine, though. Many groups already favor ignoring the mechanics and just straight-burning the bosses. Reducing boss health only serves to encourage this practice even more. In contrast, reducing sphere health would encourage more people to play the mechanics as originally designed. For advanced groups, this change simply makes the current standard burn strategy even easier. And for other groups, it would just push them to try burn strats as well. If you want to make this fight more accessible, then reducing the rate at which the poison DoT ramps up would be a better solution than health nerfs.
  • Reduced the damage from the Charged Gore and Static Cascade abilities. - The main problem with Charged Gore is that it's poorly telegraphed. The attack that applies the defile+DoT for Charged Gore is very subtle and easy to miss, even for some experienced tanks. There's nothing to indicate that you have a defile+DoT on you. And then when the bosses tether and the DoT suddenly ramps up, a tank will just fall over and die without understanding what it was that killed them. It's also not clear to inexperienced players that the remedy for this is to purge the tank. Players on PC are helped along by addons that point them at what need to be done with this mechanic, but in general, I think it's a very poorly-communicated mechanic. Ideally, instead of nerfing it, I'd want for this mechanic to become clearer. The Charged Gore nerf would have no appreciable effect for experienced tanks but would make tanking much easier for inexperienced tanks, so it's an acceptable solution, even if I would prefer better clarify for the mechanic instead.
  • The Static Cascade ability no longer stuns those affected by it. - For advanced groups using a burn strategy, the stun from the Cascade is dealt with by having someone "kite" the Cascades out of group. This, along with the nerf to the Cascade damage, would mean that kiters are no longer needed and a burn strategy becomes even easier to pull off. For groups not burning, the Cascade stun is a major issue because there is so much movement as sphere shields are broken, which in turn means that Cascades are coming out from every direction and are a lot harder to deal with. I'm neutral about this change, as it makes the fight substantially easier for both advanced and inexperienced groups.
  • Reduced the health of the Pinnacle Factotum, Refabricated Centurions and Power Storms. - Please do not nerf the boss health. Reducing the health of the Centurions and Sharpened Conduits (is that what you meant by "Power Storms"?) is fine, but it is already possible for top-tier groups to straight-burn Pinnacle while completely disregarding the "upstairs" mechanic. Please don't push this kind of mechanics-skip further into the mainstream.
  • The Shockwave ability no longer stuns targets affected by it. - To clarify to the players reading the patch notes: the cone from Pinnacle is called "Jolt". The "Shockwave" are the sparkles that radiate out after the Pinnacle's heavy attacks. The naming of these abilities are not very intuitive, as most people expect the cone to be "Shockwave" and the sparkles to be "Jolt", not vice-versa. In any case, I'm fine with this change. Please also consider doing the same to the sparkles from Relequen's heavy attack, or at least make it not stun someone through block.
  • Reduced the damage of the Melting Point ability and the rate at which the damage increases. - This is fine as well, as it gives players more time to react. Edit: Please see post #10 in this thread.
  • Reduced the damage of the Fulminate and Grasping Limbs abilities. - Ditto.
  • Reduced the health of the summoned Ruined Factotums on Veteran difficulty. - I remember back in 2017, my early clears of vHoF had people ignoring the bombers. Why waste DPS doing almost 400K damage to something that will kill itself anyway? Of course, this was messy, so even though killing bombers is "inefficient" (it takes less resources to mitigate a bomber with something like a shield cast than it takes to chew through nearly 400K health), it's what everyone does these days. Reducing the health, in a way, encourages people to follow the intended mechanic, and I think that's okay, even though I think adjusting the spawn locations of the bombers would be better (see the last section below).
  • Reduced the rate at which Seeker Projectiles increase in damage with successive hits. - Please exempt Hard Mode from this change.

So, in short, the two things that I take most issue with are the health nerfs to the first and second bosses. In general, in light of the very substantial increase in power since 2017, I do not think boss health should be nerfed.

The changes that should have been made, but weren't in the patch notes:
  • Pinnacle Factotum: A player stunned by the start of the Simulacra mechanic should be immune to damage for the duration of that initial stun. Getting hammered by a Centurion while in an unavoidable, unbreakable mechanical stun is not fair. Experienced groups can find ways around this problem (guarding the MT or using Reactive), but it would a very nice fix for everyone.
  • Refabrication Committee: The spawn locations for the Ruined Factotums should not be completely random, and there should be a minimum distance from the Reclaimer. As you can see from this clip, it's possible for a Ruined Factotum to spawn literally on the fire ring. Coupled with the fact that they cannot be targeted and are immune to damage until they complete their spawning animation and start moving, it's not uncommon to get bombers that literally cannot be killed before they go kamikaze. This is simply not fair. Planned Obsolescence is, IMHO, the hardest achievement in vHoF--I have four characters with Tick-Tock Tormentor, but only two of them have Planned Obsolescence. Ensuring that they spawn a reasonable distance away from the Reclaimer would be a better adjustment for the difficulty of this boss fight than outright reducing their health.
  • Hallways: The snares and magicka drain from the laser beams don't add any real difficulty and serve as a nuisance, particularly for people who crash/disconnect and need to run through hallways unsupported to return to the group. Also, could we please disable all the hallway traps after defeating the Assembly General and "shutting down" the Halls of Fabrication?

@ZOS_Finn @ZOS_RichLambert @ZOS_GinaBruno
Edited by code65536 on January 22, 2020 7:33AM
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  • Sylas_Orin
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    Just got TTT last night, so I reckon I can chime in.

    I agree with this, but I would like to add that I think that to make the HM stand out from the non-HM the best option would be to only enable blade traps on HM, along with an "increased frequency" in the amount of adds spawned. What I mean by that is that I think the amount of adds spawned should be halved by what it is now for non-HM, but keep it for HM.

    This would help make non-HM easier, and make HM stand out more than just by having the increased damage.
    Former completionist with all achievements unlocked up until Update 29 (Flames of Ambition). Avid RPer, writer, and former Breton lover. Then Legacy of the Bretons was released and I realized just how boring and uninspired the Bretons are according to the writers.
  • ziaodix
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    Very good write up. I agree with your overall assessment. The goal shouldn't be to push people away from mechanics, but rather have them respect them. It's the entire reason the design team exist in the first place. It's the reason why a lot of people love the newer trials. Stack and burn trials are so mundane and boring.

    Perhaps something that could be done, rather than "adding a HM" toggle to every boss would be to add a HM toggle to the trial from the beginning? So you have a HM toggle for the bosses leading up to the AG, then the HM switch at the AG.
    @ziaodix
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  • HatchetHaro
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    I 100% agree with everything listed here.

    vHoF is just a very long trial, and that makes it rather grueling, which many people (including devs) also misconstrue for mechanical difficulty. Personally, I'm fine with it.

    If anything, if the devs still want to make this trial more accessible, I feel that a nerf to the expected trial clear time in vHoF would be a better position to start in; that way, the nerf to bosses' health would be much more reasonable, and since good groups are already clearing vHoF way under the old 40-minute speedrun limit, perhaps we can bring that down to 30 minutes as well, and tweak the bosses' health according to that standard.
    Just got TTT last night, so I reckon I can chime in.
    you're welcome uwu

    Edited by HatchetHaro on January 21, 2020 6:11PM
    Best Argonian NA and I will fight anyone for it

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  • tmbrinks
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    I agree.

    I know Finn responded in another thread on this that a Dev Comment was missed in the patch notes saying that the completion rates were not within their standards, particularly for 2 1/2 year old content.

    That said.

    I think a majority of the reason that people only rarely run vHoF is 3-fold
    1. No difference in gear between nHoF and vHoF, and the sets are rarely used anymore with Lokkestiiz added to the game (over War Machine)
    2. It's very tank intensive trial. There's already a shortage of vHoF capable tanks in the game, and getting 2 of them together is even more difficult. Code alluded to a few very punishing tank specific mechanics that could be adjusted
    3. It's a long trial (that's what I like about it personally), and if a group only has 2 hours of time to do a trial, there's a very real possibility that they will simply run out of time to complete it.

    So, can it have some of it tweaked? Yes. But I feel that a blanket nerf of the boss health is not the best option, because since the trial has been released, DPS has close to doubled due to a combination of CP progression and changes in gear, so they're already easier in that regard. There are other changes, many of which Code pointed out that could achieve the same goal of making the trial more accessible.
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  • Yngol
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    @code65536 I'm surprised you don't bring up the insufferable snare and magicka drain from the lazers between the 3rd and 4th bosses. It exists as the single most pointless and annoying mechanic in the entire trial. If hof mechanics are being re-examined and re-done, that should be the one that goes!

    @ZOS_Finn @ZOS_RichLambert @ZOS_GinaBruno
    Edited by Yngol on January 21, 2020 6:35PM
  • HatchetHaro
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    Yngol wrote: »
    @code65536 I'm surprised you don't bring up the insufferable snare and magicka drain from the lazers between the 3rd and 4th bosses. It exists as the single most pointless and annoying mechanic in the entire trial. If hof mechanics are being re-examined and re-done, that should be the one that goes!

    @ZOS_Finn @ZOS_RichLambert @ZOS_GinaBruno

    He did at the end of the post :O
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  • Joy_Division
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    I wish when ZOS decides to make content more accessible, they would actually think about what makes said content unappealing and inaccessible as the OP has done here, rather than just nerf some health and damage.

    Everyone and everything, ZOS, the players who have not done this content, the players who already have and would like their achievements not to be trivialized, the content would be better off if the changes to HoF were altered to what is in the OP than what's on the PTS.

    Specifically the two mechanics that have made me type "no thanks" when asked to do this trial are the Draining Shock (magicka drain, probably the most frustrating PvE mechanic in the game, and that's saying something with the poison plants in vMA stage 7) and the poison spheres on the first boss. I think the OP is 100% correct regarding how to better change the fight: the health of the bosses is not the barrier. Good groups are just going to find it easier to burn through and ignore the mechanics, whereas progression groups are still going to get murdered by the poison DoTs.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • ninibini
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    Great write up as always.

    100% agree with the changes suggested by Code.
  • code65536
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    @ZOS_Finn I want to amend my comments about Fulminate and Melting Point.

    I'm okay with nerfing the rate at which the DoT ramps up, to give people more time to react if they get hit. But instead of reducing their damage in addition, I think a better telegraph would be ideal.

    What do I mean by this? Well, think about a Kagouti's charge. Before it starts the actual charge, there is a colored AoE telegraph on the ground telling you the path that the Kagouti is going to take with the charge. That way, people can more reliably move out of the charge path before the charge begins. You can avoid the charge without a telegraph, but let's consider what that would require: people will have to look at the Kagouti, determine which way they are facing, and estimate from that what that charge path looks like. All that takes time: looking for the Kagouti, looking at how it's facing, and extrapolating a path from that take a second to mentally process (assuming you can even see the Kagouti clearly amidst all the other enemies and effects that add visual clutter). In contrast, with the ground telegraph, it's a lot easier (and quicker) to accurately judge if you are in danger.

    In a similar vein, the direction of the fire AoEs radiating from the Reducer's Fire Whirl is not random and follows a set pattern. And for an experienced, well-coordinated group, it's possible for people to reliably avoid the Fire Whirl's Fulminate and Melting Point entirely through good positioning by the players and the tanks making sure at the Reducer is facing in a good direction. But most groups--even some TTT groups--don't do a good job of avoiding the fire and instead plan on eating the fire and have to find ways to deal with that.

    But what if the direction of the AoEs from Fire Whirl were telegraphed before they even radiate out from the Reducer? What if, during the Reducer's wind-up animation for Fire Whirl, you saw three AoE telegraphs on the ground indicating the path of those three radiating fire circles, just like with the Kagouti charge? It's hard to visually judge the direction that the Reducer is facing (particularly while it's doing the Fire Whirl animation, as its body is twisting around) and to then extrapolate whether you're in one of the three paths that the fire will take. But with a telegraph, there would be easy and quick clarity. It would allow people to more readily side-step the fire. And it would help groups better understand the the positioning patterns that would make the fire easier to avoid in general.

    I know that adding things like AoE telegraphs is harder than just tweaking damage numbers on an ability. But a better telegraph for the Fire Whirl would be a much better solution than nerfing the damage. It would make the damage easier to avoid with some skillful play and it would do a lot to help mainstream groups adopt the kind of positioning and facing discipline that advanced groups use.

    TL;DR: Adding AoE telegraphs indicating the path of the fire from the Fire Whirl will make it easier for people to deal with the mechanic by lowering the bar for and thus promoting skillful play. In contrast, reducing the damage will make it easier for people to deal with the mechanic by making the mechanic less consequential, easier to ignore, and this discourages skillful play. I think most will agree that one of these is a better solution than the other.
    Edited by code65536 on January 22, 2020 7:35AM
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  • Raisin
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    <3

    Don't really have anything constructive to add, but have all my <3s. While I agree that the magicka drain as well as the slowing is annoying as heck and don't mind one being removed, I do think it's important that something stays there, as it does add a small bit of spice to the mix of adds + aoe damage + CC. Just so it's not just walking to adds with no thought involved. The slow of course is much nicer here as it's more fitting in its interaction with avoiding aoe and affects all players (though I'm also a fan of having challenges affect players differently depending on build).

    The big issue people take with vHoF is the length and these changes don't make much of a difference in that regard. The people don't like it aren't going to like it now -- at best they will tolerate it a tiny bit more. I guess that may make the play-rate go up a little (Though I suspect for a lot of people that suddenly change their mind it will be more placebo than anything else), but ZOS has to accept that vHoF isn't a mini-trial and people that don't like the length won't enjoy it without fundamentally changing the whole thing. I feel as though this is one of those moves where trying to appease two very different player groups just results in neither gaining anything from it.

    As I've said elsewhere and is usually a common topic in these kind of threads, nHoF is a completely different story. The impression given to players is that normal instances are for casual gameplay and clearing, while veteran content is for facing a challenge. Trying to make the latter also qualify for the former is very counter-intuitive. And in the end, it's always going to feel like you're taking something from players who enjoy the difficulty, to give something to those who don't. And that something you're taking feels like one of the few bits of content that's meant for us, in a game already abundantly filled with content aimed at others. In the end it always leads us back to CP system/powercreep, and the more and more obvious lack of a third difficulty mode that actually fits to the realistic distribution of players: Casual, Midtier/Soft-Endgame and Hardcore Endgame.
  • AgaTheGreat
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    vHof is one of my most favourite trials and I main tank it on a regular basis on PS4. What is the biggest barrier of getting good score or tick tock is that it has awful performance on the console.

    For example, as the main tank on the second boss, there's a bug that you sometimes don't see the first shade. There are flashing animations all over the place and adding the awful performance (low fps, lag) you can easily kill your group. Forget doing vhof in prime time on Sunday on PS4 EU because that's the worst day for trials.

    What I don't really like about vhof is that stun during the shade mechanic and that if there's heavy attack coming from the centurion, it's going to kill me.

    How people clear vhof on PS4 is way different than what you do on PC. For example, burning of the first boss is not as common. We have 2 - 3 phases where people go upstairs on the second boss and we always kill the bombers on the triplets.

    Triplets is actually the worse fight on PS4 because if a DD dcs (which is very frequent now that console blue screens are rampant) they can't get in, they have to walk a long distance to reach the door that won't even let them through or they will immediately die and won't be able to get up. And if a tank DCs, well, that's rip score and you wipe. Then you have to wait ages for them to come back and it's just awful.

    Imho, all trials should have the same mechanics like vss, vas, vcr - that you're immediately being ported to the boss zome when the fight starts. This is really important in vhof especially because of these super long corridors.

    Is nerfing the health of the bosses necessary? In my opinion no. As a purely console player, there are much more important things to improve about this trial, and the first one should be its performance. When you reach the triplets you basically have to play with 10 fps :/
    PS4 EU Aga_The_Grey - retired | PC EU AgaTheGreat
  • Raisin
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    Triplets is actually the worse fight on PS4 because if a DD dcs (which is very frequent now that console blue screens are rampant) they can't get in, they have to walk a long distance to reach the door that won't even let them through or they will immediately die and won't be able to get up. And if a tank DCs, well, that's rip score and you wipe. Then you have to wait ages for them to come back and it's just awful.

    Imho, all trials should have the same mechanics like vss, vas, vcr - that you're immediately being ported to the boss zome when the fight starts. This is really important in vhof especially because of these super long corridors.

    The porting is honestly a beautiful QoL improvement they gave us and I agree it's desperately needed in vHoF. DCing on the last boss is one hell of a pain -- long walk and hello poison. If they're going to revisit old content, I think this really is one of the things they should focus on.

  • code65536
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    @ZOS_Finn "Joining Encounter in Progress" would be a welcome addition, not just for vHoF, but for all trials. People who are locked out of Rakkhat's room or The Serpent's room aren't able to join the fight. But it's particularly bad for vHoF because of the long distance between portals and the traps along the way.
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  • code65536
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    I had joined a PTS run of vHoF HM hosted by @Nefas, which he wrote about in his thread.

    First, since the patch notes did not provide any specifics, here are the exact the health reductions that we observed in vHoF:
    • Hunter-Killer Negatrix and Positrox:
      • Live: 28,460,904 (each)
      • PTS: 25,873,552 (each) (-9% reduction)
    • Refabricated Spheres: (Hunter-Killers)
      • Live: 1,185,870 (+4,743,480 shield)
      • PTS: 431,226 (+1,724,904 shield) (-64% reduction)
    • Pinnacle Factotum:
      • Live: 51,747,104
      • PTS: 46,572,392 (-10% reduction)
    • Refabricated Centurions: (Pinnacle)
      • Live: 2,299,871
      • PTS: 1,437,419 (-38% reduction)
    • Sharpened Conduits: (Pinnacle)
      • Live: 517,471
      • PTS: 143,742 (-72% reduction)
    • Ruined Factotums: (Committee)
      • Live: 388,105
      • PTS: 287,485 (-26% reduction)

    Next, the logs that I took from the run are available here:
    https://www.esologs.com/reports/CBVWrZmznpF7246a
    Edited by code65536 on January 27, 2020 1:59PM
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  • code65536
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    And finally, my comments about the Update 25 changes after having run the trial.
    • The Draining Shock ability no longer drains Magicka of those affected by the Damage over Time. - What exactly is Draining Shock? The laser beams in the hallways still drain Magicka on the PTS and none of the abilities that appear in ESO Logs is named "Draining Shock". We didn't test the drains from the Pinnacle or Sharpened Conduits.
    • The health nerfs to the bosses seem pointless. They are relatively modest--about 10% or so. If the idea is to "take the edge off" for low/mid-tier groups, it seems unlikely that these changes to the boss health would affect them.
      • Hunter-Killers health nerf: There are no DPS-check mechanics on Hunter-Killers. When groups wipe on that boss, it's because of deaths, not because of a failure to kill the boss quickly enough. In fact, it's not uncommon for groups that are learning the fight to call for a stop on damage on the bosses. Since shalk and sphere spawns are keyed against boss health percentages, pushing the boss too quickly could mean mechanics piling up too fast and depriving a group of breathing room. So for the Hunter-Killers, a nerf to boss health is very unlikely to help a group that's learning.
      • Pinnacle health nerf: My biggest concern here is the "Rakkhat Syndrome". Top-tier groups now defeat Rakkhat HM on pad 3, completely bypassing the backroom mechanic, the persistent-curse mechanic, and the assassins mechanic. It trivializes the fight. Making it easier to completely bypass the topside mechanic on Pinnacle--which is already possible for competitive groups--is not healthy for the trial. You should not be exacerbating this problem. I simply cannot see how a health decrease--no matter how modest--can be justified. This boss had already received a substantial nerf not long after it went Live, when the Pinnacle's damage immunity during the top phase was removed. (This change in 3.0.8 wasn't initially a nerf, as it was accompanied by a buff to the Pinnacle's health to compensate, but then that compensatory health increase was later undone, thus making this change a substantial nerf.)
      • In general, with the other adjustments that are being made, throwing a 10% health reduction on top seems to be unnecessary. I believe that the (stronger) more targeted changes like the huge reduction in Sphere and Sharpened Conduit health should be sufficient, and I urge that you limit the changes to just those--you can always re-evaluate next patch.
    • Toning down difficulty spikes: The other reason that I don't agree with nerfs to boss health is that it's a blanket decrease in difficulty rather than something that is targeted at the stated goal of "difficulty spikes being toned down".
      • Reduction to the sphere health on Hunter-Killers will make it easier to "play the mechanics" and is a fine change.
      • If you seek a further reduction in Hunter-Killers difficulty, I'd suggest looking at a slight decrease in the ramping of the poison DoT.
      • Back when I was trying to clear vHoF for the first time, the biggest stumbling block on Pinnacle was the Simulacra mechanic. And from the random vHoF progression streams that I tune into now and then, that still looks like a major prickling point. Being able to reliably spot that subtle shimmer amidst all the visual effects is difficult for tanks that haven't done this fight a lot. Here, a QoL change would make a huge difference: Add a cone telegraph on the ground for each simulacrum as it does its mechanic. This would greatly improve the visual clarity of the mechanic, and it would do a lot to take the edge off of the Pinnacle fight for learning groups without the need for any nerfs or changes to the mechanic. You've already done something like this for Cradle of Shadows. By adding the telegraphs for the Shadow Spine mechanic, you clarified it and made it much easier to handle without actually nerfing the mechanic. As with what I suggested in post #10 above with the Fire Whirl mechanic, I think better telegraphs that make punishing mechanics easier to deal with is always a better solution than nerfing mechanics (in the case of the Fire Whirl) or a particular fight in general (in the case with Pinnacle's changes).
      • The huge reduction in health for the Sharpened Conduits and, to a lesser extent, the reduction of health for the Centurions, should make the Pinnacle fight more recoverable if a mishap like a bad Palm Strike happens. I think this is a fine targeted change.
      • For the Refabrication Committee, the reduction in damage to the fire and trap mechanics seem to be fine. They are still lethal and cannot be ignored (for example, it killed me as a tank when I did not purge it) but they are noticeably more forgiving.
    • Ruined Factotums: In the Elsweyr patch from last year, you made the following change: "Ruined Factotums can no longer be damaged while still spawning in during the fight with the Reassembly Committee." This clip shows the result of that change, where I can "target" the bomber and attempt to attack it, but all those attempts to attack it just results in my character's staff jerking around and not actually doing anything. It's pretty ridiculous. The only thing more frustrating than an add that spawns right on the Reclaimer's Shock Field than is an add that can't be damaged or even properly targeted that spawns right on the Reclaimer. Why was this change even made? I'd say that reversing this change (as well as adding a minimum spawn distance from the Reclaimer) would do more for easing the difficulty (and in a way that makes the fight more fair) than giving the bombers a 26% health cut. If you get a bomber that spawns right on the boss, you could give it a 50% health cut, and it would still be a problem. And if spawn distance was changed and spawn targeting was reverted, it would, in my estimation, make a health cut unnecessary.
    • Stun changes: As @Nefas mentioned in his thread and as we called out to @ZOS_Seiffer as he watched the run, the stun removals on the first two bosses seem to either not work or only work inconsistently.

    @ZOS_Finn In general, I don't think the changes are that radical or that the trial feels that different, and for the most part, they do seem to hit your stated goal of smoothing out difficulty spikes. My main concern is that, with the targeted changes that have been made, the generic change of a health nerf to the bosses themselves are unwarranted (and specifically in the case of Hunter-Killers, unhelpful, and in the case of Pinnacle, unhealthy).
    Edited by code65536 on January 27, 2020 2:23PM
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  • Tannus15
    Tannus15
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    agreed.

    I recently progged it again with a mostly new to vHoF group and the bigger issues are the massive time sinks between bosses getting through all the enviromental ***. For what it's worth we kill the spheres on the chickens, we do the top mechanic on the pinnacle, we kill the adds on the triplets, we kill the adds before pushing the last boss to the middle.

    honestly the trial is a slog for us lower / middle tier groups. It just takes ages and if your tanks haven't done it before you're in for a ride. Tweaking the boss health isn't going to change that.

    If you want to make it more accessable, add telegraphs to the group killing mechanics.

    Ghost phase on pinnacle.
    Tank swap on triplets.
    And make the poison gas more obvious on the last boss.

    Take all the *** enviromental snares out that serve no purpose other than just slowing everyone down and I'd be happy. It's not cool or interesting to be snared and losing magicka.
    It's just annoying.
  • thadjarvis
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    For me personally and most other players I've done it with, clearing MoL and HoF for the first time on normal and Vet yield the best senses of achievement and excitement for groups. I believe it is because these trials have measures in place to encourage teamwork and measures in place to prevent stack and burns (not including higher end groups). Altering the trial to encourage stack and burn has the potential to turn it into Aetherian Archive in which RNG is the group's biggest foe.


    Alternate solutions have been proposed. An example result ideally could look like this for 1st boss:
    • Normal trial groups: with decent healers DoTs can be healed for a good amount of time until spheres are killed. The spheres can be killed without breaking a shield with an HP such that they melt pretty fast for a group with 100-150k DPS. The shalks are there but do little damage and melt in cleave. No stuns anywhere. IE have the main mechanics, but make them easy or inconsequential.
    • Prog/farming vet groups: the spheres must be broken and killed, but the health and spawnings are spaced out such that it's manageable for a group that can do vSS/vMoL doesn't struggle a ton on this boss. If stuns exist let them be blockable.
    • Highly optimized groups: "burn the bosses" is I guess fine as long as the other two above hold. Personally I'd prefer a mechanic to specifically prevent all straight stack and burn tactics as a trial becomes pretty boring once this is possible for a group. Shouldn't our stronger DPS groups have more complexity to deal with in order to finish a boss quickly rather than less?
    A possible solution would be to make spheres easier to clear (after breaking the shield) but have the bosses go immune if a certain number of spheres are up (or increasing exponential mitigation for each sphere up). The difficulty can be adjusted with Sphere health and amount/frequency spawned.


    The non-burn strategy of the 1st and 4th bosses are the best tank-team experiences available in the game. The tanking mechanics in these fights are conceptually awesome (some details could be tweaked I guess). Hopefully they don't go away.

    I thought MT final boss was going to be a fun tank achievement.....stationary permablocking with buff sets is easier than even vAA (you have to taunt an axe there at least)? Reducing difficulty is definitely called for accessibility, but please avoid turning every trial into: "Tank stand there and just permablock....DPS stand here and parse...Healer spam combat prayer on DPS...it's easier this way than trying to work as a team."

    Hopefully, this year's trial is designed to significantly scale mechanic difficulty as group DPS rises. Right now for HM's/vDLCs prog's the best way to clear is to have everyone go to the parse dummy rather than practice mechanics as a team. Make teamwork more important than DPS!
  • SeaUnicorn
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    Video evidence of venom ramping up on Hunter Killers, it was out of my control and not enough time for co-healer to react with purge: https://www.twitch.tv/sea_unicorns/clip/CoweringFilthyWatercressDatBoi

    Video evidence of inconsistent stun removal of Hunter Killers: https://clips.twitch.tv/SillyMistyLampFloof
  • code65536
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    As I noted earlier in this thread, if you're going to do something about the Ruined Factotums, adjustments to theirs spawning behavior should be a much higher priority than a lazy nerf of health.

    Here are a couple of clips from the Live server two days ago:

    Video clip #1 shows just how long of an immunity period the bombers have as they spawn. Here, I am literally mashing my attack buttons as it spawns, hoping to be able to damage it as soon as its immunity wears off. You can see my character's staff subtly jerking forward as my character repeatedly does the animation of attempting—and then immediately aborting—each attack.

    As you can see, the immunity doesn't just cover the period of time when the bomber is rising out of the ground, but that immunity also covers the first two steps forward that the bomber takes.


    Video clip #2 is yet another example of just how close to the boss a bomber could spawn. This kind of bullsh*t spawn means that players are exposed to damage meant to punish the failure of a mechanic—when that mechanic is guaranteed to fail.

    But this isn't just a matter of players being unfairly exposed to bomber damage from a bomber that you literally cannot kill in time, but it's also a problem for the Planned Obsolescence achievement, which fails as soon as a bomber touches the ring and starts the empowerment animation. Even if you manage to kill a bomber before it completes its empowerment animation, you will have failed the achievement. There is a reason why I have more characters with Tick-Tock Tormentor than I do characters that have Planned Obsolescence.


    The immunity period lasting too long and the ability for RNG to give groups the middle finger with a bad spawn location are the kinds of pain points should be higher priorities than the level of a bomber's health, because health nerfs aren't going to help anyone when they literally have no time to kill a bomber. And they are not that uncommon—over the course of just two kills of the triplets boss that day, we ran into three instances of a bomber spawning within a couple of steps of the Shock Field.
    Edited by code65536 on January 29, 2020 10:34AM
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  • Donny_Vito
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    A lot of good ideas here, but I just think we're too late in the game for these type of changes. That's not saying that these suggestions couldn't be implemented in a future patch. For them to have to make these changes, the internal testing, and then out to PTS seems like too much. And after this patch, do we think they'll look at this Trial again in the next six months? I really don't think so. I believe we're stuck with the new vHoF, for better or worse.
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