I am currently playing a great weapon fighter with a gear score of 15k, which is well above the required gear score in the raid rise of Tiamat. However, yesterday when I tried out the quest, I had a number of challenges which made is literally impossible to beat the quest.
1st challenge- Afkers
I have noticed that during the two runs, about a third of the entire group who entered to fight Tiamat, simply afks at the beginning, leaving the rest of us significantly undermanned.
2nd challenge- lack of high gear scored players
It is from my understanding that players 18k gear score and higher tends to party up and enter the same quest, leaving behind the weaker and weakest among of us in one dungeon. So we are not only undermanned, we did not have high enough dps to make up for the ones who were afking at the beginning.
3rd challenge- player coordination
It seems the only way to escape the poison gas from Tiamat is by using a dragon soul, however people kept picking it up and not using it when it was needed, wiping the party several times.
Overall, I don't see a point in running the quest anymore until I get my gear score up to around 18-19k and join these "zerg" groups being spammed in the LFG and Zone panel. It is very badly designed as it does not give a clear progressive path to be able to beat the boss, as the rewards for failure is just too pathetic. Earning meager amounts of astral diamond from regular T2 quests makes farming for stronger enchantments too long and boring.
Well yeah. The playerbase is a little too casual. Its not the raid that is too difficult, its that there are players who should be doing dungeons but opted to do Tiamat because the game design is poor.
Yes, you need to get to 18-20k to join the proper channels and time your runs. It is very frustrating to pug it because the devs completely messed up the whole HE.
The inability to group and organize a run is flat out pathetic. The difficulty is not too high, it's a bad design that makes things difficult. And it starts by setting a completely wrong requirement of 10k gearscore.
18k+ timers run smooth as hell unless you get unlucky and are thrown into an instance with (sorry bro) many 15k and below players.
The raid itself is really easy, the only thing making this fight difficult is the fact that the game's client can't handle the GFX without tanking badly. Keep in mind this game engine was only designed for 5 players at a time, is it any wonder the graphics engine tanks when 25 clients are all streaming textures and struggling to render everything on-screen and off?
The fact of the matter is this game will always run like <font color="orange">HAMSTER</font>, especially if they add more high population instanced content like this. Nobody is going to get the green-light to go into the game engine and start optimizing code to stop these problems.
The problems you stated are just compromises made so it's actually possible for everybody to get into the "raid". They don't have a ton of server space dedicated to this game and they've designed Tiamat to work within the boundaries of the game's engine itself and the amount of bandwidth they have. Those problems are just symptoms of a bigger issue that there is no way to fix (not without hard-code changes and the devs who wrote it are probably not working for Cryptic anymore).
Most of the 18k+ have already got what they want. Since the BoE item that was farmable is now bop, there's no reason to enter. It had more lifespan than LoL for me though. The problem is the implementation of it all rather than the actual difficulty which just requires a basic amount of coordination and enough dps.
As for the reward for failure. Why should you get anything of value for losing (though you rarely still can and a t2 piece is still pretty decent for a loss). You should be trying to win. If you're arguing against afkers you should really argue with the rewards for losing being too low as bigger rewards just rewards afking.
Honestly I recommend seeing what mod 6 brings if you have any interest in still playing because if that's not enough (which I suspect isn't considering we've had 5 modules of unrewarding content and dailies) then nothing will ever be. Even waiting for that might not be smart.
Most of the 18k+ have already got what they want. Since the BoE item that was farmable is now bop, there's no reason to enter. It had more lifespan than LoL for me though. The problem is the implementation of it all rather than the actual difficulty which just requires a basic amount of coordination and enough dps.
As for the reward for failure. Why should you get anything of value for losing (though you rarely still can and a t2 piece is still pretty decent for a loss). You should be trying to win. If you're arguing against afkers you should really argue with the rewards for losing being too low as bigger rewards just rewards afking.
Honestly I recommend seeing what mod 6 brings if you have any interest in still playing because if that's not enough (which I suspect isn't considering we've had 5 modules of unrewarding content and dailies) then nothing will ever be. Even waiting for that might not be smart.
Each campaign gives roughly 1k GS. That is a decent reward, to me.
This raid is insanely simple. Boss mechanics are mind-numbingly basic. There is just a dps-race aspect to it since it is a timed event. And like everyone else said, there are players queueing up which (in a perfect MMO design) should not even be at the biggest PVE endgame in the game.
So I unlocked Tia on my main this past weekend. (I had it unlocked on one of my alts for awhile, but only tried to run it once; in a horrible flaming ball plane crash attempt)
I wanted to see what the fuss was about. I ran it 30 times in 3-4 days. My completion is 24/30 approx 80% percent (have offhand now, just gonna finish till I get the neck)
From all I see its almost too easy to be considered a raid, its more like an advanced more difficulty heroic.
BTW I have no idea if people even give zerg times when asked in zone.
I like it when I consider it a heroic encounter +1. Then I feel the rewards are better than it should give. If I think it as a raid, no its not a raid.
Challenge 1,2,3; question when do you usually enter Tia? Suggestion do not enter before 3:45 on the countdown and do not enter after 5 seconds are left. My only fails came when I entered too early or way too late.
The raid itself is really easy, the only thing making this fight difficult is the fact that the game's client can't handle the GFX without tanking badly. Keep in mind this game engine was only designed for 5 players at a time, is it any wonder the graphics engine tanks when 25 clients are all streaming textures and struggling to render everything on-screen and off?
The fact of the matter is this game will always run like <font color="orange">HAMSTER</font>, especially if they add more high population instanced content like this. Nobody is going to get the green-light to go into the game engine and start optimizing code to stop these problems.
One big streamer on twitch recently said that smart games constantly develop their engine with the game. NWO does not make that, they just work around problems.
I am currently playing a great weapon fighter with a gear score of 15k, which is well above the required gear score in the raid rise of Tiamat. However, yesterday when I tried out the quest, I had a number of challenges which made is literally impossible to beat the quest.
1st challenge- Afkers
I have noticed that during the two runs, about a third of the entire group who entered to fight Tiamat, simply afks at the beginning, leaving the rest of us significantly undermanned.
2nd challenge- lack of high gear scored players
It is from my understanding that players 18k gear score and higher tends to party up and enter the same quest, leaving behind the weaker and weakest among of us in one dungeon. So we are not only undermanned, we did not have high enough dps to make up for the ones who were afking at the beginning.
3rd challenge- player coordination
It seems the only way to escape the poison gas from Tiamat is by using a dragon soul, however people kept picking it up and not using it when it was needed, wiping the party several times.
Overall, I don't see a point in running the quest anymore until I get my gear score up to around 18-19k and join these "zerg" groups being spammed in the LFG and Zone panel. It is very badly designed as it does not give a clear progressive path to be able to beat the boss, as the rewards for failure is just too pathetic. Earning meager amounts of astral diamond from regular T2 quests makes farming for stronger enchantments too long and boring.
There needs to be no reward for failure then the under geared will stop running till they are geared and the bots will stop as well. As far as coordination, that's a learn the encounter failure, and there should be more of them that are even more tightly tuned so that you have to learn to win, instead of just faceroll.
Each campaign gives roughly 1k GS. That is a decent reward, to me.
The dungeons weren't. The only thing good about the campaigns is the boons otherwise they are simple, boring, gated nonsense that I'd rather weren't part of the game. Almost noone actually likes doing them. It's not really involving, just simple do this do that over and over. Dungeons however are more of a journey, but if the rewards aren't there, no-ones interested.
Since mod 1 I felt like I had to do the content and didn't want to. I ordered another game and have been playing that when not doing leadership and actually find myself wanting to play it. What makes a good game is providing an experience that you enjoy and makes you want to do it rather than just to get it over with which happens here.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
One big streamer on twitch recently said that smart games constantly develop their engine with the game. NWO does not make that, they just work around problems.
The game engine Neverwinter runs on, while fundamentally the same as STO and CO, has been altered quite a bit specifically for Neverwinter and even our Foundry is an "advanced" version from what is seen in STO. Neverwinter's Cryptic Engine has continually been tweaked and changed for Neverwinter. Which even includes the new Simplygon technology.
One big streamer on twitch recently said that smart games constantly develop their engine with the game. NWO does not make that, they just work around problems.
Yeah, like I said, Cryptic probably fired the authors of the game engine once they said it was "finished"... Companies that deal in software can be... shortsighted. To be fair, the sort of programmers doing work on game engines are probably shared assets among multiple games and are most likely "allotted" time to finish the engine and move on to their next project/contract (hard-code programming is not cheap).
This leaves the developers still working on the game with one option, work around the limitations and if that fails, it's scrapped.
The game engine Neverwinter runs on, while fundamentally the same as STO and CO, has been altered quite a bit specifically for Neverwinter and even our Foundry is an "advanced" version from what is seen in STO. Neverwinter's Cryptic Engine has continually been tweaked and changed for Neverwinter. Which even includes the new Simplygon technology.
All this means is that they COPIED the game engine from STO/CO and the "work" they did was merely what you mentioned as the latter. This saves companies even more money because it drastically shortens the development time for a game engine's hard-code. They try their best to make it look like it was built from the ground up but it's all just copied code aside from a few gimmicks in attempt to distinguish them.
[SIGPIC][/SIGPIC]
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
All this means is that they COPIED the game engine from STO/CO and the "work" they did was merely what you mentioned as the latter. This saves companies even more money because it drastically shortens the development time for a game engine's hard-code. They try their best to make it look like it was built from the ground up but it's all just copied code aside from a few gimmicks in attempt to distinguish them.
They've always been upfront with it being known that CO, STO, and NW all use the same base Engine. I've known this since Cryptic was owned by Atari, and I wasn't even a moderator then. If you want to blame someone for that, blame Atari.
They've always been upfront with it being known that CO, STO, and NW all use the same base Engine. I've known this since Cryptic was owned by Atari, and I wasn't even a moderator then.
To be fair, the main reason this is so popular with MMO developers is it gives them far more resources to focus on the game's content rather than it's architecture. It's well known that MMO's are not cheap to develop nor maintain, it's hard to criticize anybody in particular for such a common practice.
And yes, at least they don't try to conceal these facts.
Yeah, like I said, Cryptic probably fired the authors of the game engine once they said it was "finished"... Companies that deal in software can be... shortsighted. To be fair, the sort of programmers doing work on game engines are probably shared assets among multiple games and are most likely "allotted" time to finish the engine and move on to their next project/contract (hard-code programming is not cheap).
This leaves the developers still working on the game with one option, work around the limitations and if that fails, it's scrapped.
I'm actually glad that they do. I've seen two major engine changes that I can remember. One was wow where they didn't test it on motorola g series processors and 90% of their mac users were unable to log on for two weeks The second was ddo where they upgrade the physics and players and monsters were getting stuck in walls for 3 months making the game unplayable. Both were so horrible of experiences I'd rather engines never change.
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matiagronxMember, NW M9 PlaytestPosts: 251Arc User
edited January 2015
So this leaves us with a predetermined engine-limited content potential, very nice. I wonder why WOTC put their precious DnD lore in such a shortsighted game engine, i really, really wonder..
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
So this leaves us with a predetermined engine-limited content potential, very nice. I wonder why WOTC put their precious DnD lore in such a shortsighted game engine, i really, really wonder..
Actually, while there are limitations (like all Engines), the Cryptic Engine is quite versatile, as is evident by all the changes to the Cryptic Engine used in NW from the Cryptic Engine version currently used in STO and CO.
Actually, while there are limitations (like all Engines), the Cryptic Engine is quite versatile, as is evident by all the changes to the Cryptic Engine used in NW from the Cryptic Engine version currently used in STO and CO.
About the only thing it seems the engine can't be tweaked to do, is large queues. The rest of the problems I think come from putting the content out too fast due to WotC timeframes for mod4 and 5.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
About the only thing it seems the engine can't be tweaked to do, is large queues. The rest of the problems I think come from putting the content out too fast due to WotC timeframes for mod4 and 5.
Yeah, there does seem to be some hard limits to large groups/raids. The engine can handle even larger
"raids" though, just without the group factor, as it's been done for years in STO. However, those can be argued as just being like our typical Adventure Zones, just with more players than most of our zones here allow per instance.
inthefade462Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited January 2015
nice derail 3 pages of game engine stuff. i'm sure the engine is fine, totally unoptimized surely but it's fine. graphics aren't a problem. network code sure but that's entirely on your designers not talking to engineers when designing how classes function (hello Shared burdens burning guidance astral seal i'm talking to you)
anyway the difficulty of Tiamat is perfectly fine for a 25man 10k gs HE, which is exactly what it is. Would love an epic version that was actually difficult with a higher min GS req but I doubt we'll see one.
You need to increase your chances of gate crashing one of the higher GS entry times.
Go stand at the entrance to the temple and inspect the other players until you have found a couple of high GS ones. There will probably be at least 2 or 3 around the 20K mark. They will be waiting for a certain countdown time to enter. Just follow them in. You may not hit their exact instance but there are probably other high GS players entering at the same time from other instances. It can be hard to tell the exact point someone starts to enter Tiamat but one tell-tale is that anyone on a mount will automatically dismount as soon as they press F to enter. None of this guarantees a decent team but it does improve the odds. There are still plenty of high GS folk doing that mission, including myself (already got the artifact equipment and almost got enough favours for the 6th boon). So persevere and you should get some results.
I've tried it seven times. All were fails. Difficulty can actually be a good thing because people still have goals and it keeps things interesting. My problem with the ToD campaign is it essentially forces people to endlessly bang their heads against Tiamat. The alternative is an endlessly long solo grind. On the other hand if it's a long time before the next module that long grind could turn out to be a blessing because players who don't care for Tiamat will still have something to do. But when I realize I have another sixteen characters to get through a Tiamat grind my main can't even win once I just give up completely on passing through her door. At least they won't run out of things to do. A couple of those times with my main the frame rate plunged to zero and stayed that way. Ended up force closing out the client and logging back in outside. I'm thinking there must be a better way to do this.
You need to increase your chances of gate crashing one of the higher GS entry times.
Go stand at the entrance to the temple and inspect the other players until you have found a couple of high GS ones. There will probably be at least 2 or 3 around the 20K mark. They will be waiting for a certain countdown time to enter. Just follow them in. You may not hit their exact instance but there are probably other high GS players entering at the same time from other instances. It can be hard to tell the exact point someone starts to enter Tiamat but one tell-tale is that anyone on a mount will automatically dismount as soon as they press F to enter. None of this guarantees a decent team but it does improve the odds. There are still plenty of high GS folk doing that mission, including myself (already got the artifact equipment and almost got enough favours for the 6th boon). So persevere and you should get some results.
This is exactly the reason i have a T1/T2 gear set loaded when i am waiting at door (and swap gear once inside)
This is exactly the reason i make fake runs to door but instead of entering i just change WoD instance.
Go, enjoy the game instead leveling a char up to 60 in a matter of day's (which is a pathetic speed), and skip a huge part of the game by heading directly to WoD once you have reached 60.
Developer made a huge mistake in this and hope they will fix this **** in Mod6.. which I starting to doubt about that
That's the problem. A gwf does not bring much against Tiamat. Not that the class shines anywhere else by the way. Gwf has no AOE (an AOE capped to four targets is not an AOE), can't taunt the foes to prevent them from attacking the priests.
This is exactly the reason i have a T1/T2 gear set loaded when i am waiting at door (and swap gear once inside)
This is exactly the reason i make fake runs to door but instead of entering i just change WoD instance.
Hehe. I love it that you go to that much effort to avoid the teeny-chance that someone is following you. Most folk just wait at the door on their mount then press F.
The OP has a 15K GS, hardly the sign of someone who blitzed their way to WoD in a couple of days. They have every right to enter the Tiamat fight, as does anyone who has met the requirements to reach WoD, even those that *do* blitz their way there. You don't like it, but that's how it is. I'd be glad to be followed in by any player who intends to fight and contribute rather than AFK at the fire. You play the game as you find it.
About the only thing it seems the engine can't be tweaked to do, is large queues. The rest of the problems I think come from putting the content out too fast due to WotC timeframes for mod4 and 5.
I really hope this is the case why M4 and M5 suck so bad. I hope Cryptic was working on something else, but then forced to roll out those quick updates.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
That's the problem. A gwf does not bring much against Tiamat. Not that the class shines anywhere else by the way. Gwf has no AOE (an AOE capped to four targets is not an AOE), can't taunt the foes to prevent them from attacking the priests.
Well, I protected the priest in a failed run ALONE with my GWF, he was the only one standing at blue after all others died, so yea, GWF is useless...
The problem is, that 90% of the decent players are done and now you have the sorry rest with multiple accounts or slackers, AFKlers etc.
Ppl either dont use souls or at the wrong heads, GFs dont group, so their dmg buff is wasted, DCs dont debuff and use HG, I could go on for some time.
I saw 20 ppl running into the red area at the blue head WITHOUT a soul, all died. These ppl deserve to fail. The only problem is, that cryptic cant make a que system for more than 5 ppl, so you have to run with these ppl, if you want to get the 6th or 7th boon, an offhand for another toon etc.
Tiamat is easy, a joke for a group of decent players, but you are lucky, if of 25 ppl in a run 10 know the mechanics of the fight and their own class. As stated by another player, who used ATC '5-8 players did 50-80% of the total dmg in the fight'. Now that most of them are gone, you will see 9k players whining about failed fights bc of AFKlers and bad elitist ppl leaving the fights bc they dont want to waste more of their time.
BTW. you only need 10k to enter WoD, I saw ppl in Tiamat with 9k GS. Good job cryptic.
Hehe. I love it that you go to that much effort to avoid the teeny-chance that someone is following you. Most folk just wait at the door on their mount then press F.
The OP has a 15K GS, hardly the sign of someone who blitzed their way to WoD in a couple of days. They have every right to enter the Tiamat fight, as does anyone who has met the requirements to reach WoD, even those that *do* blitz their way there. You don't like it, but that's how it is. I'd be glad to be followed in by any player who intends to fight and contribute rather than AFK at the fire. You play the game as you find it.
I was talking about those 10k folks with blue gear, r3 enchants... not about the 15k+ ones.
And yes, i do take this effort to make the success rate higher.. actually many more should do this because Devs made a big mistake by not fixing the Broken WoD campaign
Comments
The inability to group and organize a run is flat out pathetic. The difficulty is not too high, it's a bad design that makes things difficult. And it starts by setting a completely wrong requirement of 10k gearscore.
18k+ timers run smooth as hell unless you get unlucky and are thrown into an instance with (sorry bro) many 15k and below players.
The fact of the matter is this game will always run like <font color="orange">HAMSTER</font>, especially if they add more high population instanced content like this. Nobody is going to get the green-light to go into the game engine and start optimizing code to stop these problems.
The problems you stated are just compromises made so it's actually possible for everybody to get into the "raid". They don't have a ton of server space dedicated to this game and they've designed Tiamat to work within the boundaries of the game's engine itself and the amount of bandwidth they have. Those problems are just symptoms of a bigger issue that there is no way to fix (not without hard-code changes and the devs who wrote it are probably not working for Cryptic anymore).
As for the reward for failure. Why should you get anything of value for losing (though you rarely still can and a t2 piece is still pretty decent for a loss). You should be trying to win. If you're arguing against afkers you should really argue with the rewards for losing being too low as bigger rewards just rewards afking.
Honestly I recommend seeing what mod 6 brings if you have any interest in still playing because if that's not enough (which I suspect isn't considering we've had 5 modules of unrewarding content and dailies) then nothing will ever be. Even waiting for that might not be smart.
Each campaign gives roughly 1k GS. That is a decent reward, to me.
See the thing about that is, it is unfarmable and daily quests are completely horrible when you compare it to running dungeons.
I wanted to see what the fuss was about. I ran it 30 times in 3-4 days. My completion is 24/30 approx 80% percent (have offhand now, just gonna finish till I get the neck)
From all I see its almost too easy to be considered a raid, its more like an advanced more difficulty heroic.
BTW I have no idea if people even give zerg times when asked in zone.
I like it when I consider it a heroic encounter +1. Then I feel the rewards are better than it should give. If I think it as a raid, no its not a raid.
Challenge 1,2,3; question when do you usually enter Tia? Suggestion do not enter before 3:45 on the countdown and do not enter after 5 seconds are left. My only fails came when I entered too early or way too late.
Fox Stevenson - Sandblast
Oh Wonder - Without You
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
One big streamer on twitch recently said that smart games constantly develop their engine with the game. NWO does not make that, they just work around problems.
There needs to be no reward for failure then the under geared will stop running till they are geared and the bots will stop as well. As far as coordination, that's a learn the encounter failure, and there should be more of them that are even more tightly tuned so that you have to learn to win, instead of just faceroll.
The dungeons weren't. The only thing good about the campaigns is the boons otherwise they are simple, boring, gated nonsense that I'd rather weren't part of the game. Almost noone actually likes doing them. It's not really involving, just simple do this do that over and over. Dungeons however are more of a journey, but if the rewards aren't there, no-ones interested.
Since mod 1 I felt like I had to do the content and didn't want to. I ordered another game and have been playing that when not doing leadership and actually find myself wanting to play it. What makes a good game is providing an experience that you enjoy and makes you want to do it rather than just to get it over with which happens here.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Yeah, like I said, Cryptic probably fired the authors of the game engine once they said it was "finished"... Companies that deal in software can be... shortsighted. To be fair, the sort of programmers doing work on game engines are probably shared assets among multiple games and are most likely "allotted" time to finish the engine and move on to their next project/contract (hard-code programming is not cheap).
This leaves the developers still working on the game with one option, work around the limitations and if that fails, it's scrapped.
All this means is that they COPIED the game engine from STO/CO and the "work" they did was merely what you mentioned as the latter. This saves companies even more money because it drastically shortens the development time for a game engine's hard-code. They try their best to make it look like it was built from the ground up but it's all just copied code aside from a few gimmicks in attempt to distinguish them.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
To be fair, the main reason this is so popular with MMO developers is it gives them far more resources to focus on the game's content rather than it's architecture. It's well known that MMO's are not cheap to develop nor maintain, it's hard to criticize anybody in particular for such a common practice.
And yes, at least they don't try to conceal these facts.
I'm actually glad that they do. I've seen two major engine changes that I can remember. One was wow where they didn't test it on motorola g series processors and 90% of their mac users were unable to log on for two weeks The second was ddo where they upgrade the physics and players and monsters were getting stuck in walls for 3 months making the game unplayable. Both were so horrible of experiences I'd rather engines never change.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
About the only thing it seems the engine can't be tweaked to do, is large queues. The rest of the problems I think come from putting the content out too fast due to WotC timeframes for mod4 and 5.
"raids" though, just without the group factor, as it's been done for years in STO. However, those can be argued as just being like our typical Adventure Zones, just with more players than most of our zones here allow per instance.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
anyway the difficulty of Tiamat is perfectly fine for a 25man 10k gs HE, which is exactly what it is. Would love an epic version that was actually difficult with a higher min GS req but I doubt we'll see one.
You need to increase your chances of gate crashing one of the higher GS entry times.
Go stand at the entrance to the temple and inspect the other players until you have found a couple of high GS ones. There will probably be at least 2 or 3 around the 20K mark. They will be waiting for a certain countdown time to enter. Just follow them in. You may not hit their exact instance but there are probably other high GS players entering at the same time from other instances. It can be hard to tell the exact point someone starts to enter Tiamat but one tell-tale is that anyone on a mount will automatically dismount as soon as they press F to enter. None of this guarantees a decent team but it does improve the odds. There are still plenty of high GS folk doing that mission, including myself (already got the artifact equipment and almost got enough favours for the 6th boon). So persevere and you should get some results.
This is exactly the reason i have a T1/T2 gear set loaded when i am waiting at door (and swap gear once inside)
This is exactly the reason i make fake runs to door but instead of entering i just change WoD instance.
Go, enjoy the game instead leveling a char up to 60 in a matter of day's (which is a pathetic speed), and skip a huge part of the game by heading directly to WoD once you have reached 60.
Developer made a huge mistake in this and hope they will fix this **** in Mod6.. which I starting to doubt about that
That's the problem. A gwf does not bring much against Tiamat. Not that the class shines anywhere else by the way. Gwf has no AOE (an AOE capped to four targets is not an AOE), can't taunt the foes to prevent them from attacking the priests.
Hehe. I love it that you go to that much effort to avoid the teeny-chance that someone is following you. Most folk just wait at the door on their mount then press F.
The OP has a 15K GS, hardly the sign of someone who blitzed their way to WoD in a couple of days. They have every right to enter the Tiamat fight, as does anyone who has met the requirements to reach WoD, even those that *do* blitz their way there. You don't like it, but that's how it is. I'd be glad to be followed in by any player who intends to fight and contribute rather than AFK at the fire. You play the game as you find it.
I really hope this is the case why M4 and M5 suck so bad. I hope Cryptic was working on something else, but then forced to roll out those quick updates.
Well, I protected the priest in a failed run ALONE with my GWF, he was the only one standing at blue after all others died, so yea, GWF is useless...
The problem is, that 90% of the decent players are done and now you have the sorry rest with multiple accounts or slackers, AFKlers etc.
Ppl either dont use souls or at the wrong heads, GFs dont group, so their dmg buff is wasted, DCs dont debuff and use HG, I could go on for some time.
I saw 20 ppl running into the red area at the blue head WITHOUT a soul, all died. These ppl deserve to fail. The only problem is, that cryptic cant make a que system for more than 5 ppl, so you have to run with these ppl, if you want to get the 6th or 7th boon, an offhand for another toon etc.
Tiamat is easy, a joke for a group of decent players, but you are lucky, if of 25 ppl in a run 10 know the mechanics of the fight and their own class. As stated by another player, who used ATC '5-8 players did 50-80% of the total dmg in the fight'. Now that most of them are gone, you will see 9k players whining about failed fights bc of AFKlers and bad elitist ppl leaving the fights bc they dont want to waste more of their time.
BTW. you only need 10k to enter WoD, I saw ppl in Tiamat with 9k GS. Good job cryptic.
I was talking about those 10k folks with blue gear, r3 enchants... not about the 15k+ ones.
And yes, i do take this effort to make the success rate higher.. actually many more should do this because Devs made a big mistake by not fixing the Broken WoD campaign