Araneae6537 wrote: »spartaxoxo wrote: »Araneae6537 wrote: »spartaxoxo wrote: »
So, looks like I'm not the only one having trouble with Laatvulan. I honestly think it's due to poor telegraphing of his one shot. What do you guys think makes the serpent so deadly?
Regardless, this is an interesting infographic they have posted.
I was told there may have been a bug where the Serpent would go permanently invulnerable. Must be something like that as he’s one of the easier bosses otherwise.
On? Didn't encounter that bug yet, didn't realize that was a thing.
So all 3 of the deadliest cycle bosses are bugged/have poor telegraphing. That's a bit disappointing. I was kind of hoping serpent didn't have any issues and was just that tough lol.
I haven’t encountered it either. It could be poison on higher arcs, but then players who get that far should be better equipped to deal with that portion of the fight. 🤔
It would be interesting to see the statistics once all such bugs are fixed. I would have expected more deaths to Bauron Zaudrus and Molag Kena. The dragons I would sum up with Malkhest’s observation, “It looks tougher than it is… probably.”
Gothmau, on the other hand, IS that tough! 😵
BXR_Lonestar wrote: »I don't know if the difficulty needs to be adjusted, but I will say that it is absolute bull excrement to die to a boss by getting knocked off the edge when falling off the edge was not part of the original boss mechanics. Some of the boss fights just don't work well in the arena because the mechanics force you to the edge, and then the boss knocks you off the edge with something else. Very frustrating to have an otherwise good run come to an end when your negotiating the mechanics like you should, and you end up getting knocked off the edge repeatedly as your "reward" for doing so.
If I had one bit of feedback to provide in response to the endless archive, it would be to remove "knock off edge" as part of the mechanics for the boss by a) making the boss fight arena a little bigger or b) putting up borders around it to prevent you from being knocked off. Bottom line is you shouldn't be so harshly punished for doing the mechanics.
And it's not boss specific, there's a few bosses that have done this to me and my partner. Very frustrating.
sh4d0wh4z3 wrote: »I recently got sucked into an IA binge. Finished all minigames and killed all marauders solo, and I've made to it arc 4 solo a few times on my NB before ending the run because of low damage. The furthest I made it was 4.3.1 and was forced to end the run due to the infinitely spawning tho'at shards. Here's what I feel needs adjusting.
Marauders definitely need their LA damage reduced. The Wind and Water are easier to deal with since their damage is lower, but if you're not built defensively, you will die to one in Arc 3. The fire one is the worse one as others have said. They need their LA and bleed damage halved at least to bring them in line with the other two.
Verses should last the entire cycle since many verses are too useless on their own. Verses should also be more curated when going into a boss. There's too many "On enemy death" verses, and getting one for a boss is just a slap in the face since bosses are almost always only 1 enemy.
The Ice Atro in the Tho'at fight needs to teleport less often. Arc 2 isn't bad, but when I swap to my defensive build at Arc 3, the small window of being able to deal damage before it teleports to the other side of the map is annoying to deal with, especially if have the fireball verse and magma aoe vision.
There needs to be a hard cap on the amount of tho'at shards that can spawn, or at least increase the amount of time for one to spawn and increase the cooldown on their channel. This is especially true for Arc 4 when they start to spawn during add pulls. If there's more than 2 shards at a time, they all start channeling one after another, and it's only a few seconds before they start/spawn again. They're the only dangerous thing about the tho'at fight.
Speaking of tho'at shards, they shouldn't spawn at all during arc add pulls at all. The shards infinitely spawn, and if you don't have the damage to kill them in a few seconds, you're going to get overwhelmed and be forced to stop your run. Honestly, I don't think any tho'at mechanic should appear during an arc until Arc 5 because that's when the fight stops changing.
Minigames should be capped at rank 3 difficulty once you've finished their achievement. Redoing rank 4 or 5 for any minigame except the goat and bridge is not worth it for the extra verse. They just require too much precision to be worth it.
Remove falling hazards during bosses. There shouldn't be one in the first place and are always cheap deaths.
I'm going to keep progging for solo Inkslayer. I may just end up making my full damage build be more tankier instead of going full on defensive because if I don't have at least 2 focused efforts + a few other damaging visions by arc 4, it's a dead run because of the tho'at shards.
MidniteOwl1913 wrote: »sh4d0wh4z3 wrote: »I recently got sucked into an IA binge. Finished all minigames and killed all marauders solo, and I've made to it arc 4 solo a few times on my NB before ending the run because of low damage. The furthest I made it was 4.3.1 and was forced to end the run due to the infinitely spawning tho'at shards. Here's what I feel needs adjusting.
Marauders definitely need their LA damage reduced. The Wind and Water are easier to deal with since their damage is lower, but if you're not built defensively, you will die to one in Arc 3. The fire one is the worse one as others have said. They need their LA and bleed damage halved at least to bring them in line with the other two.
Verses should last the entire cycle since many verses are too useless on their own. Verses should also be more curated when going into a boss. There's too many "On enemy death" verses, and getting one for a boss is just a slap in the face since bosses are almost always only 1 enemy.
The Ice Atro in the Tho'at fight needs to teleport less often. Arc 2 isn't bad, but when I swap to my defensive build at Arc 3, the small window of being able to deal damage before it teleports to the other side of the map is annoying to deal with, especially if have the fireball verse and magma aoe vision.
There needs to be a hard cap on the amount of tho'at shards that can spawn, or at least increase the amount of time for one to spawn and increase the cooldown on their channel. This is especially true for Arc 4 when they start to spawn during add pulls. If there's more than 2 shards at a time, they all start channeling one after another, and it's only a few seconds before they start/spawn again. They're the only dangerous thing about the tho'at fight.
Speaking of tho'at shards, they shouldn't spawn at all during arc add pulls at all. The shards infinitely spawn, and if you don't have the damage to kill them in a few seconds, you're going to get overwhelmed and be forced to stop your run. Honestly, I don't think any tho'at mechanic should appear during an arc until Arc 5 because that's when the fight stops changing.
Minigames should be capped at rank 3 difficulty once you've finished their achievement. Redoing rank 4 or 5 for any minigame except the goat and bridge is not worth it for the extra verse. They just require too much precision to be worth it.
Remove falling hazards during bosses. There shouldn't be one in the first place and are always cheap deaths.
I'm going to keep progging for solo Inkslayer. I may just end up making my full damage build be more tankier instead of going full on defensive because if I don't have at least 2 focused efforts + a few other damaging visions by arc 4, it's a dead run because of the tho'at shards.
All this for sure! The shards other than being hard to see, really couldn't they make them at least a different color, spawn so quickly that the fight from arc 2 on seem to take forever. That and the mirror arto teleports so quickly I barely have time to get from one side of the arena to where he is before he's gone again. It's not really difficult it just frigging annoying! It would help if I could change builds, but as I am on the console that isn't possible for me.
I have yet to kill a marauder past arc 2 despite a very tanky build (almost 40k health).
And I would add that I would like to see the 4th cycle bosses to be pulled from the entire pool of bosses just not the top ten hardest. Let the RNG be RNG.
Also maybe do something about the filers wing side game, at least add a counter of how many killed and how many still needed.
sh4d0wh4z3 wrote: »MidniteOwl1913 wrote: »sh4d0wh4z3 wrote: »I recently got sucked into an IA binge. Finished all minigames and killed all marauders solo, and I've made to it arc 4 solo a few times on my NB before ending the run because of low damage. The furthest I made it was 4.3.1 and was forced to end the run due to the infinitely spawning tho'at shards. Here's what I feel needs adjusting.
Marauders definitely need their LA damage reduced. The Wind and Water are easier to deal with since their damage is lower, but if you're not built defensively, you will die to one in Arc 3. The fire one is the worse one as others have said. They need their LA and bleed damage halved at least to bring them in line with the other two.
Verses should last the entire cycle since many verses are too useless on their own. Verses should also be more curated when going into a boss. There's too many "On enemy death" verses, and getting one for a boss is just a slap in the face since bosses are almost always only 1 enemy.
The Ice Atro in the Tho'at fight needs to teleport less often. Arc 2 isn't bad, but when I swap to my defensive build at Arc 3, the small window of being able to deal damage before it teleports to the other side of the map is annoying to deal with, especially if have the fireball verse and magma aoe vision.
There needs to be a hard cap on the amount of tho'at shards that can spawn, or at least increase the amount of time for one to spawn and increase the cooldown on their channel. This is especially true for Arc 4 when they start to spawn during add pulls. If there's more than 2 shards at a time, they all start channeling one after another, and it's only a few seconds before they start/spawn again. They're the only dangerous thing about the tho'at fight.
Speaking of tho'at shards, they shouldn't spawn at all during arc add pulls at all. The shards infinitely spawn, and if you don't have the damage to kill them in a few seconds, you're going to get overwhelmed and be forced to stop your run. Honestly, I don't think any tho'at mechanic should appear during an arc until Arc 5 because that's when the fight stops changing.
Minigames should be capped at rank 3 difficulty once you've finished their achievement. Redoing rank 4 or 5 for any minigame except the goat and bridge is not worth it for the extra verse. They just require too much precision to be worth it.
Remove falling hazards during bosses. There shouldn't be one in the first place and are always cheap deaths.
I'm going to keep progging for solo Inkslayer. I may just end up making my full damage build be more tankier instead of going full on defensive because if I don't have at least 2 focused efforts + a few other damaging visions by arc 4, it's a dead run because of the tho'at shards.
All this for sure! The shards other than being hard to see, really couldn't they make them at least a different color, spawn so quickly that the fight from arc 2 on seem to take forever. That and the mirror arto teleports so quickly I barely have time to get from one side of the arena to where he is before he's gone again. It's not really difficult it just frigging annoying! It would help if I could change builds, but as I am on the console that isn't possible for me.
I have yet to kill a marauder past arc 2 despite a very tanky build (almost 40k health).
And I would add that I would like to see the 4th cycle bosses to be pulled from the entire pool of bosses just not the top ten hardest. Let the RNG be RNG.
Also maybe do something about the filers wing side game, at least add a counter of how many killed and how many still needed.
You can actually change builds on console. I have both of my builds in the armory and I just port out back to my house whenever needed and port back in. The instance stays alive for 5 minutes, so it gives you enough time to make some changes and come back. The 5 minutes resets each time you rejoin the instance.
Honestly, since there's no penalty for leaving for under 5 minutes, they should just add at the very least an armory station in the lobby, and if willing or capable, the respec shrines and mundus stones. No one build is enough to make it pass Arc 2. Build too defensively and the earlier arcs are a slog. Build too much into damage and the later arcs will be too hard to get through. If this is truly supposed to be an endless roguelite, we shouldn't be forced to jump through hoops to change our setup in the middle of a run. My only request if they add all these to the lobby, they should fit the same art style as the rest of the architecture in the IA.
I agree for the RNG for each cycle boss. I actually didn't know they had separate pools. Normally I just see the same 5-10 bosses no matter the arc and then randomly get a boss I've never seen before.
I forgot to mention before, but the set loot you get needs to change as well. I'm only getting 2 sets from auridon (Elegant and Veiled Heritance) and 2 sets from vvardenfell (Defiler and War Maiden). I already have everything completed for auridon so I don't know why it keeps dropping. I'm not on a AD character, and I have other base game sets that aren't completed.
As for filer's wing, I just take it slow and spam 2 to locate the books. The counter will help though because if you're out of range for the radar to work, you have to fly blindly until it works again. The mobs are somewhat ok to deal with. I just spam the heal if one is getting too close to me so I can heal to full before they hit me for a second time, and then the stun plus the 1 attack is enough to kill them. If not I just heal and fly away until the stun is available again.
Necrotech_Master wrote: »sh4d0wh4z3 wrote: »MidniteOwl1913 wrote: »sh4d0wh4z3 wrote: »I recently got sucked into an IA binge. Finished all minigames and killed all marauders solo, and I've made to it arc 4 solo a few times on my NB before ending the run because of low damage. The furthest I made it was 4.3.1 and was forced to end the run due to the infinitely spawning tho'at shards. Here's what I feel needs adjusting.
Marauders definitely need their LA damage reduced. The Wind and Water are easier to deal with since their damage is lower, but if you're not built defensively, you will die to one in Arc 3. The fire one is the worse one as others have said. They need their LA and bleed damage halved at least to bring them in line with the other two.
Verses should last the entire cycle since many verses are too useless on their own. Verses should also be more curated when going into a boss. There's too many "On enemy death" verses, and getting one for a boss is just a slap in the face since bosses are almost always only 1 enemy.
The Ice Atro in the Tho'at fight needs to teleport less often. Arc 2 isn't bad, but when I swap to my defensive build at Arc 3, the small window of being able to deal damage before it teleports to the other side of the map is annoying to deal with, especially if have the fireball verse and magma aoe vision.
There needs to be a hard cap on the amount of tho'at shards that can spawn, or at least increase the amount of time for one to spawn and increase the cooldown on their channel. This is especially true for Arc 4 when they start to spawn during add pulls. If there's more than 2 shards at a time, they all start channeling one after another, and it's only a few seconds before they start/spawn again. They're the only dangerous thing about the tho'at fight.
Speaking of tho'at shards, they shouldn't spawn at all during arc add pulls at all. The shards infinitely spawn, and if you don't have the damage to kill them in a few seconds, you're going to get overwhelmed and be forced to stop your run. Honestly, I don't think any tho'at mechanic should appear during an arc until Arc 5 because that's when the fight stops changing.
Minigames should be capped at rank 3 difficulty once you've finished their achievement. Redoing rank 4 or 5 for any minigame except the goat and bridge is not worth it for the extra verse. They just require too much precision to be worth it.
Remove falling hazards during bosses. There shouldn't be one in the first place and are always cheap deaths.
I'm going to keep progging for solo Inkslayer. I may just end up making my full damage build be more tankier instead of going full on defensive because if I don't have at least 2 focused efforts + a few other damaging visions by arc 4, it's a dead run because of the tho'at shards.
All this for sure! The shards other than being hard to see, really couldn't they make them at least a different color, spawn so quickly that the fight from arc 2 on seem to take forever. That and the mirror arto teleports so quickly I barely have time to get from one side of the arena to where he is before he's gone again. It's not really difficult it just frigging annoying! It would help if I could change builds, but as I am on the console that isn't possible for me.
I have yet to kill a marauder past arc 2 despite a very tanky build (almost 40k health).
And I would add that I would like to see the 4th cycle bosses to be pulled from the entire pool of bosses just not the top ten hardest. Let the RNG be RNG.
Also maybe do something about the filers wing side game, at least add a counter of how many killed and how many still needed.
You can actually change builds on console. I have both of my builds in the armory and I just port out back to my house whenever needed and port back in. The instance stays alive for 5 minutes, so it gives you enough time to make some changes and come back. The 5 minutes resets each time you rejoin the instance.
Honestly, since there's no penalty for leaving for under 5 minutes, they should just add at the very least an armory station in the lobby, and if willing or capable, the respec shrines and mundus stones. No one build is enough to make it pass Arc 2. Build too defensively and the earlier arcs are a slog. Build too much into damage and the later arcs will be too hard to get through. If this is truly supposed to be an endless roguelite, we shouldn't be forced to jump through hoops to change our setup in the middle of a run. My only request if they add all these to the lobby, they should fit the same art style as the rest of the architecture in the IA.
I agree for the RNG for each cycle boss. I actually didn't know they had separate pools. Normally I just see the same 5-10 bosses no matter the arc and then randomly get a boss I've never seen before.
I forgot to mention before, but the set loot you get needs to change as well. I'm only getting 2 sets from auridon (Elegant and Veiled Heritance) and 2 sets from vvardenfell (Defiler and War Maiden). I already have everything completed for auridon so I don't know why it keeps dropping. I'm not on a AD character, and I have other base game sets that aren't completed.
As for filer's wing, I just take it slow and spam 2 to locate the books. The counter will help though because if you're out of range for the radar to work, you have to fly blindly until it works again. The mobs are somewhat ok to deal with. I just spam the heal if one is getting too close to me so I can heal to full before they hit me for a second time, and then the stun plus the 1 attack is enough to kill them. If not I just heal and fly away until the stun is available again.
the non-class set drops that come from the archive do rotate each week, one dlc overland and one non-dlc overland zone are selected randomly to provide the gear drops
if you do not have access to the overland zone, then it only drops the non-dlc one
i dont know, but think its unlikely, that overland zones such as cyro and IC will show up in the rotation
also there is no heal skill as a watcher, the only ways that are possible to heal are through some racial passives (orcs for dealing dmg, argonian for using a pot for example)
sh4d0wh4z3 wrote: »Necrotech_Master wrote: »sh4d0wh4z3 wrote: »MidniteOwl1913 wrote: »sh4d0wh4z3 wrote: »I recently got sucked into an IA binge. Finished all minigames and killed all marauders solo, and I've made to it arc 4 solo a few times on my NB before ending the run because of low damage. The furthest I made it was 4.3.1 and was forced to end the run due to the infinitely spawning tho'at shards. Here's what I feel needs adjusting.
Marauders definitely need their LA damage reduced. The Wind and Water are easier to deal with since their damage is lower, but if you're not built defensively, you will die to one in Arc 3. The fire one is the worse one as others have said. They need their LA and bleed damage halved at least to bring them in line with the other two.
Verses should last the entire cycle since many verses are too useless on their own. Verses should also be more curated when going into a boss. There's too many "On enemy death" verses, and getting one for a boss is just a slap in the face since bosses are almost always only 1 enemy.
The Ice Atro in the Tho'at fight needs to teleport less often. Arc 2 isn't bad, but when I swap to my defensive build at Arc 3, the small window of being able to deal damage before it teleports to the other side of the map is annoying to deal with, especially if have the fireball verse and magma aoe vision.
There needs to be a hard cap on the amount of tho'at shards that can spawn, or at least increase the amount of time for one to spawn and increase the cooldown on their channel. This is especially true for Arc 4 when they start to spawn during add pulls. If there's more than 2 shards at a time, they all start channeling one after another, and it's only a few seconds before they start/spawn again. They're the only dangerous thing about the tho'at fight.
Speaking of tho'at shards, they shouldn't spawn at all during arc add pulls at all. The shards infinitely spawn, and if you don't have the damage to kill them in a few seconds, you're going to get overwhelmed and be forced to stop your run. Honestly, I don't think any tho'at mechanic should appear during an arc until Arc 5 because that's when the fight stops changing.
Minigames should be capped at rank 3 difficulty once you've finished their achievement. Redoing rank 4 or 5 for any minigame except the goat and bridge is not worth it for the extra verse. They just require too much precision to be worth it.
Remove falling hazards during bosses. There shouldn't be one in the first place and are always cheap deaths.
I'm going to keep progging for solo Inkslayer. I may just end up making my full damage build be more tankier instead of going full on defensive because if I don't have at least 2 focused efforts + a few other damaging visions by arc 4, it's a dead run because of the tho'at shards.
All this for sure! The shards other than being hard to see, really couldn't they make them at least a different color, spawn so quickly that the fight from arc 2 on seem to take forever. That and the mirror arto teleports so quickly I barely have time to get from one side of the arena to where he is before he's gone again. It's not really difficult it just frigging annoying! It would help if I could change builds, but as I am on the console that isn't possible for me.
I have yet to kill a marauder past arc 2 despite a very tanky build (almost 40k health).
And I would add that I would like to see the 4th cycle bosses to be pulled from the entire pool of bosses just not the top ten hardest. Let the RNG be RNG.
Also maybe do something about the filers wing side game, at least add a counter of how many killed and how many still needed.
You can actually change builds on console. I have both of my builds in the armory and I just port out back to my house whenever needed and port back in. The instance stays alive for 5 minutes, so it gives you enough time to make some changes and come back. The 5 minutes resets each time you rejoin the instance.
Honestly, since there's no penalty for leaving for under 5 minutes, they should just add at the very least an armory station in the lobby, and if willing or capable, the respec shrines and mundus stones. No one build is enough to make it pass Arc 2. Build too defensively and the earlier arcs are a slog. Build too much into damage and the later arcs will be too hard to get through. If this is truly supposed to be an endless roguelite, we shouldn't be forced to jump through hoops to change our setup in the middle of a run. My only request if they add all these to the lobby, they should fit the same art style as the rest of the architecture in the IA.
I agree for the RNG for each cycle boss. I actually didn't know they had separate pools. Normally I just see the same 5-10 bosses no matter the arc and then randomly get a boss I've never seen before.
I forgot to mention before, but the set loot you get needs to change as well. I'm only getting 2 sets from auridon (Elegant and Veiled Heritance) and 2 sets from vvardenfell (Defiler and War Maiden). I already have everything completed for auridon so I don't know why it keeps dropping. I'm not on a AD character, and I have other base game sets that aren't completed.
As for filer's wing, I just take it slow and spam 2 to locate the books. The counter will help though because if you're out of range for the radar to work, you have to fly blindly until it works again. The mobs are somewhat ok to deal with. I just spam the heal if one is getting too close to me so I can heal to full before they hit me for a second time, and then the stun plus the 1 attack is enough to kill them. If not I just heal and fly away until the stun is available again.
the non-class set drops that come from the archive do rotate each week, one dlc overland and one non-dlc overland zone are selected randomly to provide the gear drops
if you do not have access to the overland zone, then it only drops the non-dlc one
i dont know, but think its unlikely, that overland zones such as cyro and IC will show up in the rotation
also there is no heal skill as a watcher, the only ways that are possible to heal are through some racial passives (orcs for dealing dmg, argonian for using a pot for example)
As for healing as a watcher, I am doing this on my argonian, so the racial passive proccing makes sense. Since the potions weren't greyed out, I assumed you were just able to use them. The cool down is very short though. I think it's once every 5 or so seconds. I guess that would be considered a bug then.
Necrotech_Master wrote: »the only thing i think is a little overtuned in the archive are the marauders, even in arc 2 their light attacks were hitting something around 8-11k dmg which i feel is extremely high
everything else i felt like was fine, difficulty wise, though i could definitely tell some of the trial bosses would probably give casual players more issues due to never seeing the mechanics
Wait, are people still running Infinite Archive? I almost never see it in my notifications any more.
MidniteOwl1913 wrote: »It would help if the maruders spawned before the first add wave, at least a bit.
Wait, are people still running Infinite Archive? I almost never see it in my notifications any more.
SilverBride wrote: »My biggest issue now is the Cycle 4 boss on Arc 1. I understand that these bosses become more challenging as the Arc progresses but some of these are ridiculously difficult for the first Arc.
Twice last week I had to start over to complete the daily because I couldn't make it past this boss. The first one was one of the dragons that kept knocking me off the platform and no amount of blocking or maneuvering prevented it.
The second boss was What'sHisName the Forgotten. Nothing I did stopped being one hit by his massive aoe.
Arc 1 should not have bosses this difficult.
Toxic_Hemlock wrote: »Caligamy_ESO wrote: »Toxic_Hemlock wrote: »Toxic_Hemlock wrote: »I repeat: Arc 1 is not difficult, it can be completed with a naked character in 24 minutes. The proof is my previous message.
How the truth is considered trolling and baiting is a mystery to me. I guess im from a diferent generation.
You can flag this message too, it wont make you a better player.
You're right. It's not difficult. It's utterly impossible.
Three times blown out off the arena by Yolnahkrin, yeah, that's fun.
There's a button named "block", you may want to check it out.
Not helpful. Some of us are older and/or have bad reflexes...
This is the equivalent of get gud.
This is one of the most basic game mechanics, if they're unable to perform a simple block i can't sympathize with them asking for nerfs at all. Also i'm not that young anymore myself and my reflexes aren't what they used to be, yet i'm running high end trial hardmodes. Don't make age an excuse, you can still improve if you just try and spend time on it.
Basic yes, but if your timing is off, such as mine is most days now, it becomes harder and harder to execute when needed. Holding block perpetually just drains stamina and is not preferred.
If you have read the previous posts, I have as I am in most pages, you will see that we are not calling for blanket nerfs anyways. We, or I, would like to have the (edited) trial bosses and a few dlc bosses removed from the FIRST arc only.
I am glad you are still chipper enough to perform at peak efficiency so you can do HM and Trial content, but try to realize some of us can't. I ran heavy machinery all my life and have white knuckle, and my hands shake all the time so I must stick to what is easier to accomplish.
Does that mean I want to get rewarded for just sitting down at the keyboard? Hell NO, but it does mean I cannot compete at the peak efficiency I once did.
I see what you mean, don't get me wrong. But if a block is already too much i don't know how you'll even beat the final arc boss. Arc 3 is where things start to get interesting for me so i don't mind any adjustment to 1 and 2 but i don't want to see the overall difficulty decreased.
If only these fights were heavily scripted repeated patterns where one could predict whats going to happen next..
oh right, they are.
If only everyone stayed young forever, never had any problems whatsoever controlling the battle in an orderly manner and never had any problems with forecasting said patterns...
Oh right, some of us are old, with bad reflexes having a high ping, and/or also have problems with studying patterns while the screen is flashing repeatedly with effects...
Sure glad I'll never be one of those, I might not want to do any vet content and instead stick to a more comfortable playstyle, heaven forbid!
SilverBride wrote: »My biggest issue now is the Cycle 4 boss on Arc 1. I understand that these bosses become more challenging as the Arc progresses but some of these are ridiculously difficult for the first Arc.
Twice last week I had to start over to complete the daily because I couldn't make it past this boss. The first one was one of the dragons that kept knocking me off the platform and no amount of blocking or maneuvering prevented it.
The second boss was What'sHisName the Forgotten. Nothing I did stopped being one hit by his massive aoe.
Arc 1 should not have bosses this difficult.