Halls of Fabrication is my personal favorite trial, and my initial quick-take reaction to the changes in the PTS patch notes was, "F*** no!" I've since had some time to think more carefully about it, and I want to offer more nuanced and specific feedback regarding these changes.
Halls of Fabrication in relation to other trials:
One of the major problems with vHoF is that the Hard Mode of the Assembly General fight is inconsequential. Every other trial Hard Mode has some sort of change of mechanic. vHoF is unique in ESO in that its final boss Hard Mode is mechanically identical to the non-Hard Mode version. The only change is a fairly modest tweak in numbers. Even Craglorn trials have a bigger jump in difficulty from non-HM to HM than vHoF: there are Storm Atronachs in vAA, Gargoyles and petrification in vHRC, and World Shaper in vSO.
Why am I bringing this up? Because it means that the range of skill levels that vHoF can target is narrower than that of other veteran trials. And this is the central tension that we have with vHoF: vHoF non-HM is less accessible to mid/low-tier groups than any other DLC vet non-HM (vSS non-HM, vMoL non-HM, vAS +0, and vCR +0). Yet every other DLC HM--vSS HM, vCR +3, vAS +2, and, yes, even the older vMoL HM are more challenging than vHoF HM.
And that's why these vHoF changes are so controversial, because in the eyes of people who just do vet trials without HM, this is a well-deserved nerf of the most difficult of the lot that makes an old trial more accessible, but for people who do Hard Modes, this is an inappropriate nerf to one of the easiest DLC trials in the game.
The ideal solution then is to give vHoF a bit more stratification. Adding HM toggles to every boss--even if it's something as simple as keeping the current boss fights as "HM" and offering numbers-nerfed versions as "non-HM"--would be a much better solution. But I also recognize that this probably would take more resources than ZOS is willing to devote to 2.5-year-old content, so let's talk about better ways to tweak the trial.
Patch notes, point-by-point:
So, in short, the two things that I take most issue with are the health nerfs to the first and second bosses. In general, in light of the very substantial increase in power since 2017, I do not think boss health should be nerfed.
The changes that should have been made, but weren't in the patch notes:
@ZOS_Finn @ZOS_RichLambert @ZOS_GinaBruno
Halls of Fabrication in relation to other trials:
One of the major problems with vHoF is that the Hard Mode of the Assembly General fight is inconsequential. Every other trial Hard Mode has some sort of change of mechanic. vHoF is unique in ESO in that its final boss Hard Mode is mechanically identical to the non-Hard Mode version. The only change is a fairly modest tweak in numbers. Even Craglorn trials have a bigger jump in difficulty from non-HM to HM than vHoF: there are Storm Atronachs in vAA, Gargoyles and petrification in vHRC, and World Shaper in vSO.
Why am I bringing this up? Because it means that the range of skill levels that vHoF can target is narrower than that of other veteran trials. And this is the central tension that we have with vHoF: vHoF non-HM is less accessible to mid/low-tier groups than any other DLC vet non-HM (vSS non-HM, vMoL non-HM, vAS +0, and vCR +0). Yet every other DLC HM--vSS HM, vCR +3, vAS +2, and, yes, even the older vMoL HM are more challenging than vHoF HM.
And that's why these vHoF changes are so controversial, because in the eyes of people who just do vet trials without HM, this is a well-deserved nerf of the most difficult of the lot that makes an old trial more accessible, but for people who do Hard Modes, this is an inappropriate nerf to one of the easiest DLC trials in the game.
The ideal solution then is to give vHoF a bit more stratification. Adding HM toggles to every boss--even if it's something as simple as keeping the current boss fights as "HM" and offering numbers-nerfed versions as "non-HM"--would be a much better solution. But I also recognize that this probably would take more resources than ZOS is willing to devote to 2.5-year-old content, so let's talk about better ways to tweak the trial.
Patch notes, point-by-point:
- The Draining Shock ability no longer drains Magicka of those affected by the Damage over Time. - I completely support this. One of the original complaints about HoF was that it was full of resource drains, in a patch that had sledgehammered sustain. Furthermore, the resource drains in HoF only drain magicka and not stamina, and is one of the reasons why people tend to favor stamina builds for HoF.
- Reduced the health of Refabricated Spheres, Hunter-Killer Negatrix and Positrox on Veteran difficulty. - Please do not nerf the health of the bosses. Nerfing sphere health is fine, though. Many groups already favor ignoring the mechanics and just straight-burning the bosses. Reducing boss health only serves to encourage this practice even more. In contrast, reducing sphere health would encourage more people to play the mechanics as originally designed. For advanced groups, this change simply makes the current standard burn strategy even easier. And for other groups, it would just push them to try burn strats as well. If you want to make this fight more accessible, then reducing the rate at which the poison DoT ramps up would be a better solution than health nerfs.
- Reduced the damage from the Charged Gore and Static Cascade abilities. - The main problem with Charged Gore is that it's poorly telegraphed. The attack that applies the defile+DoT for Charged Gore is very subtle and easy to miss, even for some experienced tanks. There's nothing to indicate that you have a defile+DoT on you. And then when the bosses tether and the DoT suddenly ramps up, a tank will just fall over and die without understanding what it was that killed them. It's also not clear to inexperienced players that the remedy for this is to purge the tank. Players on PC are helped along by addons that point them at what need to be done with this mechanic, but in general, I think it's a very poorly-communicated mechanic. Ideally, instead of nerfing it, I'd want for this mechanic to become clearer. The Charged Gore nerf would have no appreciable effect for experienced tanks but would make tanking much easier for inexperienced tanks, so it's an acceptable solution, even if I would prefer better clarify for the mechanic instead.
- The Static Cascade ability no longer stuns those affected by it. - For advanced groups using a burn strategy, the stun from the Cascade is dealt with by having someone "kite" the Cascades out of group. This, along with the nerf to the Cascade damage, would mean that kiters are no longer needed and a burn strategy becomes even easier to pull off. For groups not burning, the Cascade stun is a major issue because there is so much movement as sphere shields are broken, which in turn means that Cascades are coming out from every direction and are a lot harder to deal with. I'm neutral about this change, as it makes the fight substantially easier for both advanced and inexperienced groups.
- Reduced the health of the Pinnacle Factotum, Refabricated Centurions and Power Storms. - Please do not nerf the boss health. Reducing the health of the Centurions and Sharpened Conduits (is that what you meant by "Power Storms"?) is fine, but it is already possible for top-tier groups to straight-burn Pinnacle while completely disregarding the "upstairs" mechanic. Please don't push this kind of mechanics-skip further into the mainstream.
- The Shockwave ability no longer stuns targets affected by it. - To clarify to the players reading the patch notes: the cone from Pinnacle is called "Jolt". The "Shockwave" are the sparkles that radiate out after the Pinnacle's heavy attacks. The naming of these abilities are not very intuitive, as most people expect the cone to be "Shockwave" and the sparkles to be "Jolt", not vice-versa. In any case, I'm fine with this change. Please also consider doing the same to the sparkles from Relequen's heavy attack, or at least make it not stun someone through block.
- Reduced the damage of the Melting Point ability and the rate at which the damage increases. - This is fine as well, as it gives players more time to react.
- Reduced the damage of the Fulminate and Grasping Limbs abilities. - Ditto.
- Reduced the health of the summoned Ruined Factotums on Veteran difficulty. - I remember back in 2017, my early clears of vHoF had people ignoring the bombers. Why waste DPS doing almost 400K damage to something that will kill itself anyway? Of course, this was messy, so even though killing bombers is "inefficient" (it takes less resources to mitigate a bomber with something like a shield cast than it takes to chew through nearly 400K health), it's what everyone does these days. Reducing the health, in a way, encourages people to follow the intended mechanic, and I think that's okay, even though I think adjusting the spawn locations of the bombers would be better (see the last section below).
- Reduced the rate at which Seeker Projectiles increase in damage with successive hits. - Please exempt Hard Mode from this change.
So, in short, the two things that I take most issue with are the health nerfs to the first and second bosses. In general, in light of the very substantial increase in power since 2017, I do not think boss health should be nerfed.
The changes that should have been made, but weren't in the patch notes:
- Pinnacle Factotum: A player stunned by the start of the Simulacra mechanic should be immune to damage for the duration of that initial stun. Getting hammered by a Centurion while in an unavoidable, unbreakable mechanical stun is not fair. Experienced groups can find ways around this problem (guarding the MT or using Reactive), but it would a very nice fix for everyone.
- Refabrication Committee: The spawn locations for the Ruined Factotums should not be completely random, and there should be a minimum distance from the Reclaimer. As you can see from this clip, it's possible for a Ruined Factotum to spawn literally on the fire ring. Coupled with the fact that they cannot be targeted and are immune to damage until they complete their spawning animation and start moving, it's not uncommon to get bombers that literally cannot be killed before they go kamikaze. This is simply not fair. Planned Obsolescence is, IMHO, the hardest achievement in vHoF--I have four characters with Tick-Tock Tormentor, but only two of them have Planned Obsolescence. Ensuring that they spawn a reasonable distance away from the Reclaimer would be a better adjustment for the difficulty of this boss fight than outright reducing their health.
- Hallways: The snares and magicka drain from the laser beams don't add any real difficulty and serve as a nuisance, particularly for people who crash/disconnect and need to run through hallways unsupported to return to the group. Also, could we please disable all the hallway traps after defeating the Assembly General and "shutting down" the Halls of Fabrication?
@ZOS_Finn @ZOS_RichLambert @ZOS_GinaBruno