For God's sake, where's the excitement? The event bosses seem too weak.

Getsugatenso
Getsugatenso
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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.
  • Malprave
    Malprave
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    Not enough enemies and the ones that spawn are too weak in a post subclassing world.
  • agelonestar
    agelonestar
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    Whole event is too weak.

    Hardly the “game changing” event that was promised.
  • Apollosipod
    Apollosipod
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    I did one camp, picked up a bunch of dailies that make the event feel more like a task rabbit job than a war, and called it a day. I can't say my hopes were high here, but they weren't non-existent. I'll check in with the other phases, but I already have a job irl.

    I don't need my fantasy world to feel like I'm assembling IKEA furniture
  • Gabriel_H
    Gabriel_H
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    Malprave wrote: »
    Not enough enemies and the ones that spawn are too weak in a post subclassing world.

    Nothing to do with sub-classing. It's the sheer number of players.
  • LunaFlora
    LunaFlora
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    ah yes yes Dragons are also too weak*
    *due to a massive amount of players fighting them.
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  • Malprave
    Malprave
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    Gabriel_H wrote: »
    Malprave wrote: »
    Not enough enemies and the ones that spawn are too weak in a post subclassing world.

    Nothing to do with sub-classing. It's the sheer number of players.

    Which they should be able to account for and adjust accordingly.
  • SkaiFaith
    SkaiFaith
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    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.
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  • JiubLeRepenti
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    LunaFlora 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.
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  • JiubLeRepenti
    JiubLeRepenti
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    SkaiFaith wrote: »
    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.

    Well, almost everything in the overland is already soloable...

    This is precisely why so many endgame players are leaving the game: everything is done to make the game so damn easy that even by playing a three buttons build you can achieve 100% of the overland.

    Even dragons can be so easily beaten solo now.
    Edited by JiubLeRepenti on October 13, 2025 5:52PM
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  • Gabriel_H
    Gabriel_H
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    Malprave wrote: »
    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.
  • Malprave
    Malprave
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    Gabriel_H wrote: »
    Malprave wrote: »
    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.

    This isn’t their first rodeo. The game has been going for ten years.
  • StihlReign
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    Gabriel_H wrote: »
    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?

    It's been 10+ years. If the server is struggling add another instance.

    If a player is AFK, who cares? Not the AFK player.

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  • Gabriel_H
    Gabriel_H
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    StihlReign wrote: »
    If a player is AFK, who cares? Not the AFK player.

    The people trying to kill the mobs who are now having a harder time.
    StihlReign wrote: »
    It's been 10+ years. If the server is struggling add another instance.

    Like I said, easier said than done.

  • Gabriel_H
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    Malprave wrote: »
    This isn’t their first rodeo. The game has been going for ten years.

    And? They still have the same technical and financial limitations.

  • zaria
    zaria
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    Are there event bosses? Where? This event is a mess, was told to gather some souls in the *** dungeon in new zone, did not get any. then tried coldharbor with no result, got an gold and some purple boxes from som crafting quests.
    i have no idea that is going on.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Razmirra
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    When you got a bumrush of players wailing on the boss, they're bound to get killed quicker. I haven't checked it yet so an HP and damage increase would help.
  • JiubLeRepenti
    JiubLeRepenti
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    Gabriel_H wrote: »
    Malprave wrote: »
    This isn’t their first rodeo. The game has been going for ten years.

    And? They still have the same technical and financial limitations.

    Lol dude, isn't it you who was sayin exactly the same thing in game chat a few hours earlier?

    That we shouldn't play the game if it's to complain about it?
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  • Marto
    Marto
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    Players are too powerful but the ESO playerbase freaks out when they get nerfed by 2%
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  • Malprave
    Malprave
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    I guess this content is finished and it’s all set in stone, I just wish something unexpected would happen in defense of these camps. Imagine, there you are getting your goodies out of the chest and another bigger, badder boss drops down! And they have a chest when players beat them. It turns into a multi stage thing. That could go on until the game sees that the players are at their limit.

    Oh well. In the meantime I’m hitting those crafting stations hard. I’m going to win this thing making a pair of boots
  • ESO_player123
    ESO_player123
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    LunaFlora 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.

    They could do that, but they probably would also need to add something to the loot table to make this at least somewhat exciting too. We are supposed to do this for quite a number of times from the looks of it. If each kill takes 10 min, requires many players, and drops next to nothing, what is the point of repeating it?
  • Horace-Wimp
    Horace-Wimp
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    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.

    If you're looking for a challenge might I suggest you go play the MMO Rift, spawn one of the world bosses that Trino added to that game a few months before they COMPLETELY abandoned it and sold themselves to Gamigo and see if you can defeat one in the literal ONE HOUR time limit you have to do so. It CAN be done but you WILL pay for it regardless.

    You might even get one of the collectable pets to show off. LOL!
  • Orbital78
    Orbital78
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    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.

    I think one of the mini npcs is actually a copy pasta sewer sweeper from IC. I was surprised how hard it hit, the others seemed less so. Try taunting the mobs and actually seeing how hard they hit. ~2shot for an unprepared dps.

    I'd wait for the hype to die down some before making too many judgements. Right now there are so many people my older system is having render issues. :D
  • Rohamad_Ali
    Rohamad_Ali
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    The entire content pass was apart of this event to get people to buy the pass. So far this is not anything ground breaking.
  • spartaxoxo
    spartaxoxo
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    SkaiFaith wrote: »
    As I always say, we just need better difficulty scaling based on amount of players. Hopefully we'll have it next year.

    I've been saying this for a long time but it's always fought against because of people getting mad at the concept of the boss being easier alone
  • Morvan
    Morvan
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    Marto wrote: »
    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.

    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.
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  • Pinja
    Pinja
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    Morvan wrote: »
    Marto wrote: »
    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.

    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.

    I think if Overland scaled more like Skyrim it be better. Ice Wraths to Ancient Dragons and so forth. The previous Elder Scrolls offered new mobs and challenges as the player got stronger with many considering the ebony warrior a strong fight if you didn't cheese it.

    If the masses summoned a hard mode Molag Kena, where the lighting does 90% of their health and the storm atronachs were bosses in them selves it'd make it more interesting. As of now there's no beating the horde. Imagine a boss that kills everything except for the tanks then starts reducing the armor or survivors before doing another blast. Open world doesn't have a no death score system, death & resurrection can be part of the mechanic.
    The second blast could come from a meteor. Aka. Something they'd have to dps.
    Edited by Pinja on October 14, 2025 2:05AM
    Pinja for Dual Wands.
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  • frogthroat
    frogthroat
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    The amount of players might have something to do with that. I have not seen this amount of players fighting one boss since, nay, not even when people wanted the Oakensoul lead from the crab boss on day 1.

    There were so many people that even bar swap had sometimes one or two second delay, some skills didn't fire, others had delay. Frames dropped to single digits at times and sometimes the ads or even bosses didn't render. I was just doing cleave damage and saw numbers on the screen but the boss/ads were invisible.

    Once this cools down and fewer people are defending the camps we might see more realistic boss fights.
  • SeaGtGruff
    SeaGtGruff
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    The bosses seem pretty powerful to me, especially if there are only a couple of non-overpowered players fighting them. If they were more powerful, they might be too challenging for smaller groups. The problem isn't with the bosses as such, but with the number of overpowered players burning them down. It might have been nice if the bosses scaled to the number of players at the camps, but I don't know how difficult that would have been to do, especially considering that a given fight might start out with only (say) 5 players present, then a dozen or two additional players might show up partway through the fight.
    I've fought mudcrabs more fearsome than me!
  • frogthroat
    frogthroat
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    SeaGtGruff wrote: »
    The problem isn't with the bosses as such, but with the number of overpowered players burning them down.

    Not even overpowered but the sheer amount of people. The active debuffs and DOTs on the boss didn't even fit on my screen.
  • Aliniel
    Aliniel
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    We need scaling based on how many people are engaged in combat with the boss. WoW had this for years and it works pretty well. The more people jump into the fight, the more HP boss has. Yes, some people will contribute minimal DPS, but that's the reality of overland content.
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