Most boss "mechanics" are endless spawns of adds? Is it really supposed to be like this?
Last boss in Frozen Heart, first two bosses in Karrundax, etc, i can continue but you get the picture, are fights where the whole party has to die so that you can get rid of adds.
Is it only me who thinks this is strage? When i am in karrundax i have to use one injury kit for the first boss and one for the second boss to get rid of the adds, because by the time the bosses are downed there are so much adds they are unkillable.
So how can you make an instance where the frist two bosses are more difficult then the last one? How can you make an instance where you clear it with no problems, you still have to use 2+ injury kits?
Castle Never works, but still the boss mecanics are spawning adds. Nice imagination btw.
The last boss in CN however, is impossible, unless you push the adds over the wall. So my question to you is, are we meant to kill it that way? Or is it an exploit if we push the adds over the wall?
I was soo much looking forward to Malabogs Castle when i first heard of it, i thought finally they are making up for their terrible dungeons. I had hopes for you (because i do think this game is good, but needs endgame ) but you failed me, hard. The bosses are fine, the "mecanics" are ok aswell, the first two bosses spawn adds, and the second goes immune for a few seconds once in a while. Imagination streched further. Nice.
Then the last boss, no adds spawn. I was so happy, it is without a doubt the best fight in the game so far. So im giving you an A+ for the last boss in MC. but unfortunately, rest of the dungeon is bad, the loot is bind on pick up, and there is no loot most of the times. Makes nobody want to really do it.
Basically what i am saying to you is that endgame players/gamers have no reason to log on every day, no reason at all actually, anymore and here are some of them:
- There is no PvP brackets / ranking system (this would give the players striving to be best in someting a reason to log every day)
- Newest endgame content drops nothing (this gives players no reason at all to play, when they cant farm gold/AD)
- Everyone is running arround, farming the same gear (because there actually is no other option, and most gamers know what the best gear is in game atm)
-New fablet t2.5 set, was no upgrade at all, to anyone (i have no comment here actually)
-To the players it looks like you are putting 80% of your effort into ZEN-store(if there is one thing that works flawlessly in this game its ZEN-store. And your focus on mounts/companions are ridiculous compared to fixing and adding some engame content)
What if the trash in dungeons and bosses dropped AD? What if each boss droped a fine sum of AD that was divided by the 5 players running the dungeon?
What if the bosses could drop professions recourses/assets/etc?
What if bosses could drop rank6/7/8/9 enchants?
Dont you think people would play the game more?
To much critic from me cryptic, sorry for that. Your game has great potential, but for the players you seem to be in it for the fast money and not for the long run. Witch makes players confused because you have an aswesome game in your hands.
Has anybody actually ever tried to kill every single respawned mob? Maybe the spawns are not infinite, but people plainly do not kill them all. Because gogogo, is more important.
Just a thought.
0
axer128Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Has anybody actually ever tried to kill every single respawned mob? Maybe the spawns are not infinite, but people plainly do not kill them all. Because gogogo, is more important.
Just a thought.
Have on the first karrundax boss with an insane dps group. It has about 50 adds total.. Pretty nuts considering there hp. Takes forever and takes an extremely strong group to end them - they are much harder then the boss itself even after shes dead.
2nd karrundax boss - yea you just can't do it, even with bugs causing crazy damage figures, they seem infinite, and are much harder then the boss.
Frozen heart - pretty sure there infinite, not hard to kill them like karrundax, but 50+ kills won't end it.
Has anybody actually ever tried to kill every single respawned mob? Maybe the spawns are not infinite, but people plainly do not kill them all. Because gogogo, is more important.
Just a thought.
Tried it in FH last boss. At least 6 further waves of golems and trolls before we got bored and left the dungeon.
These are just a few for the many values incompatible with the current drop rate.
The value of the items sold does not portray the current rate drops making something almost impossible to get some items. Such as the mission to win a companion, you can only evolve it until level 15 and then spending will be brutal.
As well as the professions, one can only achieve an asset uncommon or greater, by buying currency at the sale, which should be achieved in the progress of own professions.
I really enjoyed the game to level up really fast got level 60 in a week, however can progress from now is a task well so exhausting already started playing another game and start to lose interest in the NW.
Found a trick with FH the other day. Had a decent group but the adds were stupid terrible. So when the first boss froze we went to kill the crystal. Ok when the crystal died we noticed that the boss came after us. Not a biggy. I was on add duty and just started knocking the trolls off the edge (yes they had to run back up to us). Doing that seemed to stop extra trolls from spawning for a bit. But the stupid golems were the worst. I think we had 5 of them on the ledge above where the boss freezes. Have to kill those because you cannot knock them off. So annoying. After the first boss was down we went to the new respawn point, and let ourselves die to de agro the boss adds (mainly trolls). That seemed to work great and we had no other problems at all the rest of the instance
0
tang56Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Found a trick with FH the other day. Had a decent group but the adds were stupid terrible. So when the first boss froze we went to kill the crystal. Ok when the crystal died we noticed that the boss came after us. Not a biggy. I was on add duty and just started knocking the trolls off the edge (yes they had to run back up to us). Doing that seemed to stop extra trolls from spawning for a bit. But the stupid golems were the worst. I think we had 5 of them on the ledge above where the boss freezes. Have to kill those because you cannot knock them off. So annoying. After the first boss was down we went to the new respawn point, and let ourselves die to de agro the boss adds (mainly trolls). That seemed to work great and we had no other problems at all the rest of the instance
For the FH 1st boss with a lower gear party we normally lure the boss up to the crystal. Fewer adds seem to spawn that way.
Have on the first karrundax boss with an insane dps group. It has about 50 adds total.. Pretty nuts considering there hp. Takes forever and takes an extremely strong group to end them - they are much harder then the boss itself even after shes dead.
2nd karrundax boss - yea you just can't do it, even with bugs causing crazy damage figures, they seem infinite, and are much harder then the boss.
Frozen heart - pretty sure there infinite, not hard to kill them like karrundax, but 50+ kills won't end it.
I have to agree on the nonstop adds. It is pretty weak idea of challenge just to have infinite add spawns. It also makes it impossible to complete them without at least one CW controlling them. Even with a skilled party unless there is a CW the nonstop adds are impossible.
The overall design really has no middle ground. It is either sleepy time easy or quite difficult. And that difficulty is only coming from the add spawns not the boss.
I think it is too late to ever see the current dungeons changed much but I hope the future dungeons require more interaction with the environment and have a more versatile option for party composition.
I have to agree on the nonstop adds. It is pretty weak idea of challenge just to have infinite add spawns. It also makes it impossible to complete them without at least one CW controlling them. Even with a skilled party unless there is a CW the nonstop adds are impossible.
The overall design really has no middle ground. It is either sleepy time easy or quite difficult. And that difficulty is only coming from the add spawns not the boss.
I think it is too late to ever see the current dungeons changed much but I hope the future dungeons require more interaction with the environment and have a more versatile option for party composition.
Yeah, you are probably right about the current dungeons.
But lets hope some new ones will give us a reason to do them.
Comments
Just a thought.
Have on the first karrundax boss with an insane dps group. It has about 50 adds total.. Pretty nuts considering there hp. Takes forever and takes an extremely strong group to end them - they are much harder then the boss itself even after shes dead.
2nd karrundax boss - yea you just can't do it, even with bugs causing crazy damage figures, they seem infinite, and are much harder then the boss.
Frozen heart - pretty sure there infinite, not hard to kill them like karrundax, but 50+ kills won't end it.
-Epic Dread Vault Crushed.
Characters (Dragon): Axer (60 Guardian, Leader of Crush It!), Controller (60 Wizard), Warlocker (60 Warlock)
Tried it in FH last boss. At least 6 further waves of golems and trolls before we got bored and left the dungeon.
The value of the items sold does not portray the current rate drops making something almost impossible to get some items. Such as the mission to win a companion, you can only evolve it until level 15 and then spending will be brutal.
As well as the professions, one can only achieve an asset uncommon or greater, by buying currency at the sale, which should be achieved in the progress of own professions.
I really enjoyed the game to level up really fast got level 60 in a week, however can progress from now is a task well so exhausting already started playing another game and start to lose interest in the NW.
For the FH 1st boss with a lower gear party we normally lure the boss up to the crystal. Fewer adds seem to spawn that way.
That is the problem
The overall design really has no middle ground. It is either sleepy time easy or quite difficult. And that difficulty is only coming from the add spawns not the boss.
I think it is too late to ever see the current dungeons changed much but I hope the future dungeons require more interaction with the environment and have a more versatile option for party composition.
Yeah, you are probably right about the current dungeons.
But lets hope some new ones will give us a reason to do them.