Unhallowed Grave

IndianaJames7
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Damn, that is how you make a dungeon. Fun and unique without being tedious, well done!
  • Sylvermynx
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    Damn, that is how you make a dungeon. Fun and unique without being tedious, well done!

    I wish I could see it. Lots of you have said things like that. Makes me wish I had "real" internet!
  • Wing
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    my criticism of it would be the lich fight, a lot of mechanics that are not really explained and you just kind of half to figure it out through trial and error.

    this always frustrates me because its how destiny designs raids, that is the difficulty comes from not telling you what to do, and that flies in the face of conventional games skill mastery progression.

    introduce mechanic in safe environment
    boss fight featuring said mechanic
    introduce new mechanic
    repeat this process until final boss fight featuring use and mastery of ALL mechanics used.

    but more and more I see games ditching this in favor of the destiny system of create a bunch of new stuff, tell you nothing, watch you fumble around and die until you figure it out.

    this also leads to the skill gap oxymoron problem you see in games like destiny, where the only people allowed into content are people that have done it before.

    or the terrible "watch this video of the content before you do it"

    awesome. . .

    did unhallowed, the lich makes me not want to run it again really, hope icereach is better.
    Edited by Wing on March 2, 2020 3:38AM
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  • LadyNalcarya
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    Agreed. I love this dungeon, especially the exploration part and the big surprise during the last boss fight. :)
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  • Nemesis7884
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    yeah, by far the best dungeon so far...

    my only complaint would be that while the last boss fight is visually stunning, its not that interesting compared to others in the dungeon... the lich is certainly my favorite
  • dazee
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    I wish pugs could pass the kiln boss. last time I tried the tank refused to pull the boss to the lit sigil on the floor after one of us activated the upper level sigil, then sent me hate tells for "not healing him" (I was healer and nonstop spam healing his squishy, never blocking ass)
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • FrancisCrawford
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    The kiln fight is confusing. My current belief is:
    • You only have to activate the sigil once. The fact that you can keep activating it is a distraction.
    • Actually, it doesn't have to be activated at all, if you have some other means of communication to tell the tank where to go. (I got the latter bit from Alcast's solo video.)
    • Notwithstanding the advice that everybody should go to a different platform, in fact there's time to go from one to the next to the next if necessary.
    Is that accurate?

    Also:
    • Is the sigil activation instantaneous, or is it interruptible by the add who'll be up there?
    • I.e., should you kill the add before using the sigil?
    Edited by FrancisCrawford on March 2, 2020 4:51AM
  • FrancisCrawford
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    dazee wrote: »
    I wish pugs could pass the kiln boss. last time I tried the tank refused to pull the boss to the lit sigil on the floor after one of us activated the upper level sigil, then sent me hate tells for "not healing him" (I was healer and nonstop spam healing his squishy, never blocking ass)

    I very, very, very rarely have a dungeon run fail. But my second time through Unhallowed Grave ... didn't actually get through.
  • Nemesis7884
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    The kiln fight is confusing. My current belief is:
    • You only have to activate the sigil once. The fact that you can keep activating it is a distraction.
    • Actually, it doesn't have to be activated at all, if you have some other means of communication to tell the tank where to go. (I got the latter bit from Alcast's solo video.)
    • Notwithstanding the advice that everybody should go to a different platform, in fact there's time to go from one to the next to the next if necessary.
    Is that accurate?

    Also:
    • Is the sigil activation instantaneous, or is it interruptible by the add who'll be up there?
    • I.e., should you kill the add before using the sigil?

    i do believe the correct sigil is always on the platform where there is an archer alive and shooting; it can interrupt you so yeah kill it first.
    Edited by Nemesis7884 on March 2, 2020 4:53AM
  • dazee
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    We had the part where you use a sigil upstairs to reveal one on the floor down, but the tank was not pulling the boss to it, dying, and blaming the healer (Me) for "not healing" when no amount of healing would have saved us from his mess up.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • vgabor
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    My problem with the kiln boss is that he sometimes not bother to stick his sword into the ground and just keep smacking the tank even if you pull him to the right place...
  • Irfind
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    vgabor wrote: »
    My problem with the kiln boss is that he sometimes not bother to stick his sword into the ground and just keep smacking the tank even if you pull him to the right place...

    This Boss has a red shild, pull him in the rune and smack that shild- when it breaks he sticks the sword in the ground.
    I did the dungeon on normal with my husband (duo), it was a blast :D
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  • Bradyfjord
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    I tanked the kiln boss to those glowing circles. She deactivated the furnace each time I faced her towards a circle. But if I just tanked her she didn't deactivate the furnace. Currently, I think the boss needs to face towards the circle, but I need to run the dungeon more to test it.
  • LadyNalcarya
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    Wing wrote: »

    this also leads to the skill gap oxymoron problem you see in games like destiny, where the only people allowed into content are people that have done it before.

    or the terrible "watch this video of the content before you do it"

    awesome. . .

    But you don't have to watch any videos or read about mechanics beforehand. Plenty of people (myself included) went in blind and cleared it successfully. These new dungeons are less punishing than the previous ones so with a capable group it shouldn't take too long.
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

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  • daemonios
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    Add my vote to those who went in blind and learned the mechanics by trying (and dying). While they're not spelled out, they can be figured out relatively easily.
    dazee wrote: »
    I wish pugs could pass the kiln boss. last time I tried the tank refused to pull the boss to the lit sigil on the floor after one of us activated the upper level sigil, then sent me hate tells for "not healing him" (I was healer and nonstop spam healing his squishy, never blocking ass)
    Yesterday I pugged the dungeon with my bf (we were DD and healer) and a random DD and tank. The tank wouldn't taunt the flesh atronachs and kept dying to the first boss and ressing at the start. Said they didn't have any soul gems "because DDs made them use up too many of them". After another death they actually ported out. Voted to kick him. Other DD refused. Hadn't had such a parody of a dungeon run in a long time.
  • bmnoble
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    The kiln boss was the only one that slowed down the group I pugged with, we all went in blind, dealt with the first secret boss got to the kiln and were all stumped had no clue what we were suppose to do.

    I hadn't even noticed the platforms above never though to look up since most stuff is eye level in most dungeons.

    We eventually figured out the sigils up on the top of the platform but still could not figure out where to go from there wasn't till we had a look through alcasts guide of the fight we figured it out.

    By then though we had lost a healer and a damage dealer, who did not know the mechanics either and had simply decided to ditch the group.

    Once we got the replacements we did the boss in one go and moved on without issue.

    Other than that the lich fight took a little while and we screwed up the second secret boss, one group member could not get the grapple point to show up so stayed behind while the rest of us went off ahead, when we finally got to the secret boss we checked the map, the group member was still back at the start of the path.

    We had gone back to being blind at that point saving the guide for if we got in trouble, we had a look at the boss "this should be quick only 1.2M health" we started boss teleport-ed away by the time we had figured out where it went, we had taken too long and the boss escaped.

    Right at that moment the group member who had struggled with the path had managed to catch back up, we had a good laugh, he had managed to get there and we had lost the boss.

    Had no real issue with the rest of the dungeon.
  • FierceSam
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    Wing wrote: »
    my criticism of it would be the lich fight, a lot of mechanics that are not really explained and you just kind of half to figure it out through trial and error.

    this always frustrates me because its how destiny designs raids, that is the difficulty comes from not telling you what to do, and that flies in the face of conventional games skill mastery progression.

    introduce mechanic in safe environment
    boss fight featuring said mechanic
    introduce new mechanic
    repeat this process until final boss fight featuring use and mastery of ALL mechanics used.

    but more and more I see games ditching this in favor of the destiny system of create a bunch of new stuff, tell you nothing, watch you fumble around and die until you figure it out.

    this also leads to the skill gap oxymoron problem you see in games like destiny, where the only people allowed into content are people that have done it before.

    or the terrible "watch this video of the content before you do it"

    awesome. . .

    did unhallowed, the lich makes me not want to run it again really, hope icereach is better.

    It’s a really tough balance to strike, which I think they’ve largely got right.

    We went in blind, with comms and had a blast. The first time using the grappling hooks was fantastic fun. Figuring out the fights was interesting, the puzzles less so.

    With the fights there are two elements to work out, a solution and a reason. How to defeat the threat and what the threat was all about. The first is much easier than the second. So you can work out an effective tactic without ever understanding why it worked, which is very frustrating because it feels like the fights or sequence of fights have no internal logic (when obviously they should do).

    Another issue is that you can only have that really satisfying ‘eureka’ moment when you solve the fight/puzzle or make the discovery once. And even then, in a group of four, it may not be you who has that moment. Once you’ve had it, once you know the solution, the whole thing becomes increasingly repetitive. And you go from voyage of discovery to speed farming all too quickly.

    Icereach is more of an extreme version than Unhallowed Grave. It’s a far more linear, dungeon by numbers experience. There it’s easier to figure out what you have to do in the miniboss fights, so the mechanics are there, but I have no idea of the logic, so when they are all brought together at the end, it’s just a vaguely unsatisfying ‘nuke through the confusion’ battle, rather than a more rewarding ‘develop a coherent strategy’ one.

    Mind you I still have no idea what is going on with the colour king miniboss in Depths of Malatar either...
  • Saucy_Jack
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    dazee wrote: »
    I wish pugs could pass the kiln boss. last time I tried the tank refused to pull the boss to the lit sigil on the floor after one of us activated the upper level sigil, then sent me hate tells for "not healing him" (I was healer and nonstop spam healing his squishy, never blocking ass)

    He might have been trying for the "Ceramic Panic" achievement, gotten by beating that boss without ever leading him over the correct sigil. Though if that was the case he should've let you know.
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  • Raisin
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    Saucy_Jack wrote: »
    dazee wrote: »
    I wish pugs could pass the kiln boss. last time I tried the tank refused to pull the boss to the lit sigil on the floor after one of us activated the upper level sigil, then sent me hate tells for "not healing him" (I was healer and nonstop spam healing his squishy, never blocking ass)

    He might have been trying for the "Ceramic Panic" achievement, gotten by beating that boss without ever leading him over the correct sigil. Though if that was the case he should've let you know.

    Ceramic Panic is awarded for not pressing the upstairs sigil, and that's it. Tank can and should still lead the boss to the correct sigil (communicated either via voice or written in chat) to turn off the vents!
    Edited by Raisin on March 2, 2020 8:35AM
  • Shantu
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    Damn, that is how you make a dungeon. Fun and unique without being tedious, well done!

    Totally agree! ZOS really did a nice piece of work with this one. I like that both the new dungeons can be soloed too! A job well done!!
  • RD065
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    Wing wrote: »
    my criticism of it would be the lich fight, a lot of mechanics that are not really explained and you just kind of half to figure it out through trial and error.

    Those are the best ones. Figure it out as you go along.
  • stevenyaub16_ESO
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    Raisin wrote: »
    Ceramic Panic is awarded for not pressing the upstairs sigil, and that's it. Tank can and should still lead the boss to the correct sigil (communicated either via voice or written in chat) to turn off the vents!

    How do you know which one is correct without revealing it with sigil?
    Edited by stevenyaub16_ESO on March 2, 2020 9:24AM
  • Raisin
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    Raisin wrote: »
    Ceramic Panic is awarded for not pressing the upstairs sigil, and that's it. Tank can and should still lead the boss to the correct sigil (communicated either via voice or written in chat) to turn off the vents!

    How do you know which one is correct without revealing it with sigil?

    The sigil at the top already glows and shows you which pad at the bottom is the correct one. Basically you just don't press E on it, and instead tell your tank downstairs which pad to move to.
  • llande
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    vgabor wrote: »
    My problem with the kiln boss is that he sometimes not bother to stick his sword into the ground and just keep smacking the tank even if you pull him to the right place...

    If you break the shield before bringing boss to the correct rune than you're dead. Happens with high dps groups esp. in normal. Need to stop dpsing the moment the message comes.

    The dungeon is super fun to run, and a lot of interesting mechanics. Agreed the last boss is not the most interesting, save for vet HM 😉
    Edited by llande on March 2, 2020 9:41AM
  • Alienoutlaw
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    love this new dungeon, difficult enough to test the mid game player without punishing them and interesting enough for the top end player to enjoy but my only real complaint would be the HM difficulty could be ramped up abit to to bring it line with some of the other DLC dungeons
  • Jaimeh
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    Raisin wrote: »
    Saucy_Jack wrote: »
    dazee wrote: »
    I wish pugs could pass the kiln boss. last time I tried the tank refused to pull the boss to the lit sigil on the floor after one of us activated the upper level sigil, then sent me hate tells for "not healing him" (I was healer and nonstop spam healing his squishy, never blocking ass)

    He might have been trying for the "Ceramic Panic" achievement, gotten by beating that boss without ever leading him over the correct sigil. Though if that was the case he should've let you know.

    Ceramic Panic is awarded for not pressing the upstairs sigil, and that's it. Tank can and should still lead the boss to the correct sigil (communicated either via voice or written in chat) to turn off the vents!

    One thing that can help as well is keeping him in the middle of the room so you have faster transition to whichever side is called out/glows.
  • TelvanniWizard
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    I loved the dungeon´s design, it was beautiful and well thought, really interesting and fun. The problem is, imo, difficulty. Veteran UG has a nice difficulty level, letting more players enjoy it, but the difference with last boss hm is abyssal, like the gap between a normal dungeon and a vet DLC dungeon, as I see it. The final boss non hm is rather easy, while with hm activated it is nearly impossible to pug, in my experience.
  • code65536
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    Wing wrote: »
    my criticism of it would be the lich fight, a lot of mechanics that are not really explained and you just kind of half to figure it out through trial and error.

    this always frustrates me because its how destiny designs raids, that is the difficulty comes from not telling you what to do, and that flies in the face of conventional games skill mastery progression.

    @Wing I agree completely. The shelter-behind-the-pillar mechanic was so confusing that even after having defeated this boss twice during the first week of PTS, we weren't completely sure how the mechanic worked. It wasn't until I analyzed the logs that I became confident that we had actually gotten the mechanic right.

    Why were we confused about how the pillar worked? Well, first, failing the mechanic doesn't guarantee death. If you had a shield on you at the start of the stun and soul drain and the healer had kept a HoT on you, you could survive the mechanic. Ideally, we'd ask ourselves the question, "Why was I stunned and drained but that guy over there wasn't affected at all?" when trying to understand the mechanic. Instead, we ended up asking, "Why did I survive this thing that guy over there did not?" I.e., instead of looking at failure-vs-success of the mechanic, we had instead looked at failure-with-death-vs-failure-without-death.

    The second problem was that the pillars were (and still are) very finicky, particularly the corner pillars. The area where you receive the pillar's safety effect is smaller than the visual area behind the pillar, which led to doubt whether hiding really was the answer ("I still died even though I was clearly standing behind the pillar, so that can't be how it works.")

    Obfuscating mechanics is not new, though, and ZOS has a history of doing this for Hard Mode. For example, if it were not for the PTS patch notes that first explained the how Ghastly Wound works, how long would it have taken for people to realize that the heal absorption on Grundwulf HM had debuffs to healing done and shields cast? This bit of information is central to how groups need to strategize for HM, but when I watched people do this fight blind without consulting any guides, it's clear that people have a very hard time discovering this crucial feature of the mechanic. I suppose this sort of thing is okay for HM. But for regular non-final (and thus non-HM) bosses, like Ondagore's pillar mechanic or Kujo's damage-reflect mechanic in vMGF, the mechanic doesn't feel particularly intuitive.

    Another form of obfuscation is the deliberate omission of telegraphs. For example, in Unhallowed HM, the Freezing Breath is an AoE effect, where the damage varies based on where in the AoE you are. The AoE covers a large area, but not the entire room, so you might not be in it at all. Or you might be in it near the periphery, in which case you get tickled by it. Or you might be in it near the center, in which case it can potentially 1-shot a typical DD or healer. Yet this AoE is entirely untelegraphed. There is no way to know until the damage has hit whether you are inside. There is no way to know until the damage has hit whether you are going to take the full brunt of the attack or get tickled by it. It's not even clear from watching the colossus's head whether you'll be in the epicenter--there have been times when it seemed like it gave me a dirty look before the breath, but I ended up being outside entirely. Why is there no visible AoE telegraph letting players know where they are relative to the damage, unless it's a cheap source of artificial difficulty?

    In Unhallowed HM in particular, it seems that ZOS has relied a lot on the subtlety or outright absence of tells and telegraphs for the difficulty.
    Edited by code65536 on March 2, 2020 11:00AM
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  • OrphanHelgen
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    Might be fun for a first timer. But the moment you gonna farm it or play it more, it's annoying. Too many doors, and the hookshots aren't fun. Also a few bugs in the game and annoying to wait for next door to open. Also why EVERY boss have to have this immunity shield? Ye ye I know mechanics needed. Noobfilter.
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  • code65536
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    The kiln fight is confusing. My current belief is:
    • You only have to activate the sigil once. The fact that you can keep activating it is a distraction.
    • Actually, it doesn't have to be activated at all, if you have some other means of communication to tell the tank where to go. (I got the latter bit from Alcast's solo video.)
    • Notwithstanding the advice that everybody should go to a different platform, in fact there's time to go from one to the next to the next if necessary.
    Is that accurate?

    Also:
    • Is the sigil activation instantaneous, or is it interruptible by the add who'll be up there?
    • I.e., should you kill the add before using the sigil?

    One of the problems with this mechanic is that the tutorial of the mechanic requires that players interact with the sigil. There is no way to progress past the tutorials without someone standing on the sigil and pressing "E".

    But on the boss fight itself, there is absolutely no need and no benefit to interacting with the sigil. Just call out which sigil it is--1, 2, 3, or 4--and the tank needs to bring the boss to the correct one and the DDs need to break the boss's damage shield once they are on the correct sigil.

    In fact, interacting with the sigil carries a substantial penalty, because the interaction on the boss fight is a long channel (whereas it was almost instant with the tutorials). So your character is locked in a long animation, vulnerable to damage. And you're wasting time that you could otherwise be using for something more useful. And of course, using the interact causes you to lose the Ceramic Panic achievement.

    The only reason to interact with the sigil on the boss fight is if you lack voice comms, at which point, interacting with the sigil is an alternative to typing a number in group chat.

    And, no, there's no point in killing the add that's up there. If you're calling it out on voice comms, just call out the number and jump down immediately so you can start damaging the boss once it's in position. If you're not calling it out on voice comms, then you can't afford to lose the time killing the archer on top of the time lost futzing with the long animation of the interact. The entire mechanic is timed, after all, so people need to be quick. The archers are mostly nuisances whose damage can just be healed through and ignored.

    And no, all platforms will get an archer spawn, and the location (and number) of the sigil is completely random. The arrangement of the sigils downstairs are also randomly shuffled each time the mechanic happens.

    At 5:45 of this video, you can see an example of how the mechanic should go, if you have voice comms and thus no need to mess around with the interact.
    https://youtu.be/rEHmrUUpEBU?t=345
    Edited by code65536 on March 2, 2020 11:16AM
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  • AndyMac
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    Unhallowed is a great dungeon - great mechanics with the grappling and hiding etc. We used online guides and a tank who'd run it a few times - I'd recommend both tbh lol.

    The hidden minibosses is a very nice touch and they are legit fights too with really interesting mechanics. All killer, no filler for sure.

    I've cleared vet once with a pug and we had trouble with the Kiln boss due to two reasons -

    1) a DPS who didn't seem to understand what to do - likely they didn't speak English and they dropped
    2) the boss refusing to stomp the pad even when taken there according to the tank - that caused a couple of wipes. Don't know if others are seeing that or whether it's intended - it's a pretty silly "make hard" bit of randomness if so, imo.

    The last boss on normal vet is pretty easy - it seems common for vet DLC's now that the middle bosses are considerably more challenging than the final boss of normal vet. The HM is a huge jump in difficulty. Not sold on that. The normal final vet boss could use a buff, imo.

    We did attempt the hard mode but it was a hot mess with a pug tbh. Just not happening.
    Edited by AndyMac on March 2, 2020 11:14AM
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