I'm just going to do my daily stuff and try to knock out a lot of WBs that I haven't done yet in various zones since this is a good time to do that when a lot of players are having to do other bosses to do the crow boss.
trackdemon5512 wrote: »This goes to show that you can't please everyone, no matter what you do. Difficulty is a subjective thing. And difficulty is also dependent on what sort of build you run and what is your preferred playstyle..
I think the boss is fine. I went in solo with my PVP templar in PVP gear and skills. And I died because I let the number of adds grow too high and used a wrong skill at a critical moment. As soon as I cast that AOE, I realized I was dead. Low on resources, about to be snared, with no stamina or magicka and potion on coold down with health below 50%... I should've healed instead of attacking at that point. That would've kept me alive for the potion to come off from cool down, then I could've reversed the tide with my ulti and... Well I'll never know how things would've played out, since I made that fatal error of using the wrong skill and died few moments after that. I did get the boss to about 20% health on that first attempt though, so overall I was doing okay.
So I took restock of the situation and tried again, this time making sure to keep a bit slower pace on damage to make sure my resourced stayed up, and to keep a better eye on those tombstones to prevent too many adds from appearing. It was still a challenging fight. I had to focus on what I was doing, and there were couple of moments were doing the wrong thing would've led to my death. But I kept my cool and after a several minutes slayed the crow thing on my own.
Now that I know how it works, I know that I can solo it pretty easily if I build for it. Add a bit of speed to get on top of those tombstones faster, mix my CP a bit, and add that one that gives resources back for killing foes, and maybe a set that does the same(those skellies are pretty plentiful towards the end of the fight.) Add in ring of pale order since you will be doing constant damage in that fight, and bring in a tank companion for extra measure. That would do it I think- However, I doubt I will bother with any of that 'cause the rewards suck. I do think it should give at least something worth the trouble as a reward. Like an extra event ticket as someone suggested. With that I'd have done it each day, prolly in a group to expedite things. As it is though, I will just skip it from now on. Not worth the time or effort.
I've never really understood the lure of repeating fights, or trying to improve your tactics and finishing the fight faster or in more optimal manner. For those who like to tinker with such thing and hone their tactics, this might be fun. But for me, it's just one more of "been there done that" sort of deals. Was fun enough, but not particularly rewarding, so will skip from now on. And that is fine. Because you can't please everyone.
And that brings me back to the difficulty. I am far from top tier player, but I've been here since the start and have years of experience. So it wasn't that hard to figure out the mechanics of this one, and what it took to counter them. I have no doubts that less experienced players will find this one quite challenging, and that those top tier players will breeze through it like they do with pretty much all content in the game.
Thus it is impossible to say what would be ideal difficulty? Too may variables and things to consider. At least as a separate instance you have the option to go solo or make things easier and bring along some friends. It still wont please everyone, but at least it caters to a broader audience.
What I do know is, that this sort of difficulty is fine for optional stuff, and evens and such, but if the base game difficulty was raised to similar levels... Well, then everything would be way too tedious to even consider doing. And that is the main reason why most of us want to keep the over land difficulty where it is. If every quest and delve boss was like this thing, then they simply would not be worth doing. Even if they increased the rewards. Life is too short for that sort of drudgery.
The problem is this. Certain parts of the game are not immersive. So for example. A good design decision is to not just produce challenging content for its own sake but make it relatable. Like in other games like New World, a fight against a wolf feels like I'm fighting a wolf yet it is -not- the same as fighting a Crocodile or one of those mages twisted by Dark magic. Each of those fights again, in New World, show the mob acting and behaving according to its role in the game as it should. Meaning wolves do not instantly die lol. Bears and larger enemies are an actual threat if you go in unprepared and are -not- moving target dummies. The dmg each deals as well as the dmg each takes is proportional to what it is. It is rational.
Ok look at ESO. [snip] And this is not a case to make it difficult necessarily yet it is a case to make it something. Not just an arbitrary number thrown in, all non-boss mobs getting like 9k resistance and the boss is 18k globally. And this is problematic because instead of fighting an enemy that's distinct and responsive to different things, its like I'm fighting the same enemy about 10,000 times. Does anyone get this. Its basically the same fight no matter what zone I go into and no matter what type of mob or faction I encounter. The enemies have virtually no identity whatsoever to separate them from each other. This is a problem because very clearly Daedra should fight like Daedra and not like all other bandits do. Like instead of Daedra coming at you sideways or whatever there's nothing there lol.
It leaves one thinking that parts of the game were never finished. [snip]
Although I know that in terms of what that difficulty should be, we all have our opinion on this. It would be stellar if ZOS decided to look into this, we could be provided some form of utility to adjust the difficulty at least in PvE areas. I would think it would be relatively simple to do because right now all the mobs are tied into global values anyways. Maybe they could just do a quick check to see if the group mode is in normal or vet and use that data. This would allow everyone to have what they want, as they would like to experience the content, in the comfort of their own home and there's not a thing wrong with that. The more options you add to ESO, the more the game is for everyone, especially if we are not taking anything away. But if for reasons this cannot be done then a more meaningful discussion would probably need to be had. But as for right now the mobs are so easy to kill they might as well not even exist in the game because they affect virtually nothing whatsoever.
Well this boss provides an easy way to judge what difficulty all players are ready for.
- ALL players can access this boss
- The boss can be fought solo or in a group due to its private instancing
- The boss has the strength of a Vet Dungeon Boss or very difficult world boss
ZOS will get the stats. It will see how many players attempt the boss and of those how many clear it. It will also see if the boss is cleared solo or in a group. They will see how many players repeatedly go in to fight the boss for the daily rewards.
The last two facts alone are the best gauge of how many players actively attempting PVE content are willing or even able to do such content. [snip]
I liked the Crow Boss. Took me a few seconds to recognize what to prioritize for targeting and get a feel on it. That said, once the mechanics were learned the fun was sucked out of the experience for me.
The most fun I’ve had solo with bosses are VMA and VVH final bosses. I went in blind and spent hours on both learning the various stage mechanics of each and dying a lot. Multistage boss battles like that are fantastic. The final boss of the Markarth main story line was great like that with chaining between platforms (I wish they didn’t explicitly show you where to go next).
But after all that this crow boss was just meh.
[edited for off-topic post & to remove quote]
I would love to see the same sort of "group boss" for the next event ! Maybe add some rewards or achievements, but this is really cool ! Plus it allows people to fight together rather than farm the event alone, and I LOVE this kind of activities
I would love to see the same sort of "group boss" for the next event ! Maybe add some rewards or achievements, but this is really cool ! Plus it allows people to fight together rather than farm the event alone, and I LOVE this kind of activities