I main a tank, but I play all roles. I did pretty well with 37k health in our last go on last boss (considering it's the hardest hitting one). It's absolutely not necessary to stack health and the buff to health (regardless of the other buffs) is not necessary. You could even just slap on Plague Doctor and ingore buffs if you felt that stacking health was better and it would probably still be a much faster run.That being said, I'm no tank and I've no idea if the health buff that the secret bosses grant is worthwhile (though I suppose if stacking max health for the last boss is the comfortable strategy, maybe it is - but I think tanks would be able to build to this without needing the buff, right?).
I main a tank, but I play all roles. I did pretty well with 37k health in our last go on last boss (considering it's the hardest hitting one). It's absolutely not necessary to stack health and the buff to health (regardless of the other buffs) is not necessary. You could even just slap on Plague Doctor and ingore buffs if you felt that stacking health was better and it would probably still be a much faster run.That being said, I'm no tank and I've no idea if the health buff that the secret bosses grant is worthwhile (though I suppose if stacking max health for the last boss is the comfortable strategy, maybe it is - but I think tanks would be able to build to this without needing the buff, right?).
The PTS notes say they've reduced the amount of damage Quick Strike does. I would need to see how much that has been reduced before making any real assessment, but even as it stood as of last try, for motif farming in a group I know, I would not bother with the side boss buffs. Even for day one achievements (trifecta, etc.), we might not bother with them.
I'm not sure where that argument comes from? Yeah, it's easy to slip up. The same was shown during the PC NA vs. EU live stream of Black Drake Villa when Nefas died. Isn't that the point of a DLC hard mode? Neither of us are talking about regular veteran or normal here. If you can breeze through it one-handed with your eyes closed, then it's not a challenge. In terms of having access to back bar, yeah, I enjoy that too. I bar swapped more than 70 times in the last attempt (roughly 6:30 fight time, meaning around 5-6 CPM and accounting for my Blockade casts, not really optimal, but still getting decent uptimes on Crusher). You just need to time it.Eh, it's so easy to slip up and make a mistake, though. I do like to access the skills on my back bar, and it's nice to drop block in order to reposition more quickly. And all it takes is one little mistake when doing things like that. Yea, if you never make a mistake, low health is fine: 37K is no different than 47K. But few tanks are so immaculate. I certainly am not.
I'm not sure where that argument comes from? Yeah, it's easy to slip up. The same was shown during the PC NA vs. EU live stream of Black Drake Villa when Nefas died. Isn't that the point of a DLC hard mode? Neither of us are talking about regular veteran or normal here. If you can breeze through it one-handed with your eyes closed, then it's not a challenge. In terms of having access to back bar, yeah, I enjoy that too. I bar swapped more than 70 times in the last attempt (roughly 6:30 fight time, meaning around 5-6 CPM and accounting for my Blockade casts, not really optimal, but still getting decent uptimes on Crusher). You just need to time it.Eh, it's so easy to slip up and make a mistake, though. I do like to access the skills on my back bar, and it's nice to drop block in order to reposition more quickly. And all it takes is one little mistake when doing things like that. Yea, if you never make a mistake, low health is fine: 37K is no different than 47K. But few tanks are so immaculate. I certainly am not.
And you're absolutely right in that when it comes to a 50k light attack unblocked, 37k is the same as 10k or 49,9k, the number is irrelevant if it's below the damage and unblocked. My point was that, while blocking, the damage seemed almost insignificant even with the Battered DoT+incoming damage if you had a healer with a single HoT under you. I still 100% agree with the reduction in light attack damage as it is absurd, but arguing that it's "easy to slip up" with a DLC hard mode isn't really solid.
Sure, and I absolutely agree with everything here. I prefer mechanics over stupidly high amounts of damage. I also dislike health scaling DoTs and heavy hitting light attacks. But you cannot argue from the point of "it's easy to slip up." You can slip up playing mechanics and cause a group wipe, too. I can't count the number of times I've been on the receiving end of a Simulacra Shockwave, even from highly experienced tanks, that means they should make it much more visible or increase the amount of reaction time? At best, it's a very shaky argument for why it should be changed. Anyone can slip up on anything.If you can get through the whole fight without making a single mistake, that's cool. Give yourself a pat on the back. Most people can't. In any case, difficulty should come from mechanics that are fun to play around. Maarselok's cleanse pad mechanic is fun. Pinnacle's Simulacra is fun. "Don't bar swap a light attack" is just plain dumb.
I like this change. It makes the waves feel a bit more dangerous and important.The Waves and Swell abilities will now stagger player characters hit by those abilities.
Thank you.Reduced the damage from Quick Strike in all difficulties.
Both hulks will definitely still charge at the same time.Drowned Hulks will no longer both charge targets at the same time.
I feel like this change was unnecessary as well, and I'm not sure that interrupting the Retch is even a good idea.With the Challenge Banner active, Drowned Corpses’ Retch ability can now be interrupted as it can in Veteran and Normal difficulties.
I did not suggest such a thing. The point that I made was that interrupting Retch made limited sense given that an interrupted corpse will just spend their time Hurling.Make Hurl respect taunt as @code65536 suggested
Congrats. But I strongly disagree that it is "too easy".Please dont nerf this bring back the original difficulty its to easy at this point.
I did not suggest such a thing. The point that I made was that interrupting Retch made limited sense given that an interrupted corpse will just spend their time Hurling.Make Hurl respect taunt as @code65536 suggestedCongrats. But I strongly disagree that it is "too easy".Please dont nerf this bring back the original difficulty its to easy at this point.
I'll quote what you said earlier in this thread: "once you learn mechs for any boss and have some practice it’s not to hard to complete". That's kind of the point. ALL PvE content is "easy" once you've mastered it. Once you understand the mechanics, once you've refined your strategies, once you've practiced the fight, it will all become "easy". The example of this that most people can relate to is probably the final boss of vMA: Everyone back when it launched spent hours wiping on it, but once they got that first clear, the second clear became an order of magnitude easier, and it didn't take long for it to feel like a walk in the park.
Content is supposed to be easy once you've learned and mastered it. That's just how it is. So the question of easy-vs-difficult hinges on the learning curve. Voriak is hard because it had the steepest learning curve in all of vMA.
So how does the learning curve of Shipwright compare to that of previous dungeons? There is a reason I jot down my initial day-1 impressions, even though I usually soften my views later as I've run the content more. There's a reason I like to compare the number of wipes that it took to get a first clear versus older dungeons during their first week on PTS. Because this is how I get a sense of how the learning curve compares with what came before it.
Comparing our blind week-1 run from this PTS with our blind week-1 runs from all the previous dungeon PTS over the past couple of years, we wiped more times getting our initial first-boss HM kill in Shipwright than all of the previous first-boss HM kills from the previous four triple-HM dungeons combined. Same with the second boss. The discrepancy isn't as sharp on the third boss: We spent more time with Arkasis HM than we did with Numirril HM, but Numirril HM took more time than any of the other three final bosses, so as a whole, I would say that this dungeon has a steeper learning curve than any that preceded it. And this is the reason why, from day 1, I've said that this dungeon is harder than previous dungeons, because it has a steeper learning curve than previous dungeons.
Getting the trifecta on PTS is irrelevant (and not unprecedented). What matters is how long it took you to get to that point, compared to previous dungeons. And I would wager that it took you more time than, say, Red Petal or Cellar.
Soul Bomb is now lethal to players overlapping the ability effects.