There are no game mechanics stopping you from playing dungeons and trials the way you want.
Rather then asking ZOS to modify the game to stop people from playing the way they want, form your own group and play the way you want.
It seems usually the way ZOS enforces mechanics is to just give the boss several phases of invincibility until the mechanic is completed, which I would argue is even less fun to deal with.
It seems usually the way ZOS enforces mechanics is to just give the boss several phases of invincibility until the mechanic is completed, which I would argue is even less fun to deal with.
Oblivion_Protocol wrote: »I’m afraid you’re in the minority here, OP. Some of us have played this content dozens, if not hundreds of times. Anything to make it go faster is a blessing. And considering that most of the players in this game are still people who’ve been in it for a year or longer, you’re most likely going to have to specifically look for groups that want to do mechanics.
It seems usually the way ZOS enforces mechanics is to just give the boss several phases of invincibility until the mechanic is completed, which I would argue is even less fun to deal with.
There are a few bosses that use another method. If you don't pace the damage you get ALL the mechanics at once. Naj Bosses 1 & 2 are good examples of this (3 also, but less so). If you keep damaging the boss, rather than dealing with the adds/totems you have an absolute truckload of things to deal with that can kill you, and mechanics that get in the way of tanks holding too many at once.
The two latest dungeons are a good example of fun trash packs and boring trash packs.boring trash packs
frogthroat wrote: »The two latest dungeons are a good example of fun trash packs and boring trash packs.boring trash packs
In N-C there are some challenge in those trash packs. Especially the last few. Those are actually fun and not just filler. And the trash can actually kill you.
In BGF the trash are spread far and wide and you got to look for them to not miss them. Those are boring fillers. I suppose the designer had a vision, but it fell flat in execution. In the beginning it's just hide and seek with the trash. And then inside the corridors it's just repeating the same over and over until all the corridors and rooms blend into one.
Funny how some people think that their opinion is the only possible truth.
There are no game mechanics stopping you from playing dungeons and trials the way you want.
Rather then asking ZOS to modify the game to stop people from playing the way they want, form your own group and play the way you want.
I’m surprised by the response to this post.
Skipping trash packs can require skill in knowing where to cut across. So much so that not all skips get used regularly. The compromise is that you need to kill them all for most no death/speed runs, and I think that’s okay. RoM has an achievement specifically for killing everything— an achievement like that could be added to the content commonly skipped through that doesn’t require killing trash for the speed run/no death.
As for skipping mechanics, I disagree with the concept of “play with another group” or “nerf yourself then”. I recognize that there are people who find their fun in full burning, however those people are incredibly sweaty, going as far as to preDoT/prebuff with multiple sets of loadouts. I think that should be rewarded but I don’t think the average endgame group should casually be able to burn through mechanics. And right now, we can [in dungeons]. It doesn’t feel right to say we shouldn’t strive for optimization if we want to do the fight correctly and I disagree with the idea that power creep is needed for people to clear things. People should not wait for the content to become easier, they should become better.
The solution to burning through mechanics is not invuln phases, I agree. It’s annoying and you can burn past them anyway. I think the solution may be having more mechanics… that are not centered on the boss casting them. A lot of dungeon fights have only a handful of mechanics and almost all of them are focused on the boss casting them. If the boss does a channeled ability then it’s game over for them. Having too much damage should make mechanics overlap badly, making it harder (like multiple birds on last boss CA). That or let bosses cancel their cast to cast the next mechanic with forced coding that every mechanic happens at least once. Or perhaps just do more mechanics like Black Gem Foundry where it’s not an invuln phase but you can’t focus damage because you have to do a mechanic or you will die (like last boss on HM, the memory game. She’s not invuln in the center but you can’t just ignore the mechanic to keep wailing on her).