ah yes yes Dragons are also too weak*
*due to a massive amount of players fighting them.
I don't want to say that "everything needs to be soloable" but I want to remind that in the future, just like every zone, Solstice will be "dead" and players that won't have participated today will likely have to complete this event (in some form) in solo.
Right now it's full of CP 3600 DDs parsing the bosses but it won't be like this forever - look at Harrowstorms or, even worse, Bastion Nymics.
Bosses seem to have a lot of health, equivalent to dragons, and dragons in solo can take a lot of time.
As I always say, we just need better difficulty scaling based on amount of players. Hopefully we'll have it next year.
Which they should be able to account for and adjust accordingly.
Which they should be able to account for and adjust accordingly.
These quests and bosses will be in the game long after the event is done. Or what about now when players come on at 2am for whatever reason? They suddenly have to face off against an event tuned for 100 players?
ZOS could have dynamic scaling, making it harder the more players are in the area, but that adds more calcs to the server load, which is already struggling. You'd also then have to account for other variables - if a player is nearby but AFK what will happen then?
Is it impossible to do? No. But it is easier said than done.
ZOS could have dynamic scaling, making it harder the more players are in the area, but that adds more calcs to the server load, which is already struggling. You'd also then have to account for other variables - if a player is nearby but AFK what will happen then?
StihlReign wrote: »If a player is AFK, who cares? Not the AFK player.
StihlReign wrote: »It's been 10+ years. If the server is struggling add another instance.
JiubLeRepenti wrote: »ah yes yes Dragons are also too weak*
*due to a massive amount of players fighting them.
It's only a small part of the problem. Plus, ZOS should have seen it coming when they were balancing dolmen's bosses stats.
These new dolmens bosses last like 10-15 secs, have basically no mechs to follow with 18M HP (as much as a dragon from Elsweyr Chapter, when the best DPS was around 90k). They just act like dummys you have to parse, don't move an inch while they're getting stomped.
So, aside the fact that there are many players on them (which we can agree on), ZOS could:
- put far more deadly mechs for these bosses
- triple their HP
- double their dmg
- put stronger adds
- etc.
Getsugatenso wrote: »For God's sake, where's the excitement? The event bosses seem too weak. There could be a little more love there, something exciting. The event turned into just a loop, it could really feel like a war.
JiubLeRepenti wrote: »So, aside the fact that there are many players on them (which we can agree on), ZOS could:
- put far more deadly mechs for these bosses
- triple their HP
- double their dmg
- put stronger adds
- etc.
That's unrelated, we complain over nerfs because it affects progress in core groups, even small nerfs can take away the edge a group needs for a trifecta. And of course, it also affects PvP.Players are too powerful but the ESO playerbase freaks out when they get nerfed by 2%
That's unrelated, we complain over nerfs because it affects progress in core groups, even small nerfs can take away the edge a group needs for a trifecta. And of course, it also affects PvP.Players are too powerful but the ESO playerbase freaks out when they get nerfed by 2%
Overland in the other hand offers no challenge, on a pure DPS setup you can still solo every WB or World Event if you have a heal or Pale Order on.
The problem isn't players being too strong, it's overland being dumb easy.
SeaGtGruff wrote: »The problem isn't with the bosses as such, but with the number of overpowered players burning them down.