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Extreme difficulty in module 6

djmaximodjmaximo Member, NW M9 Playtest Posts: 8 Arc User
edited May 2015 in Player Feedback (PC)
Hello.
There is a reality that I do not think it is unknown, it is:
In the new module 6 has increased the level of difficulty and an got new set teams to get in dungeons, the problem is that the dungeons are impossible to achieve and that you know well because if we do not lose life an enemy from 5 team players, which we well equipped, it is because something strange happens, I wonder is sought with this ?, if you want players generally marchandonos the game ended.
if we can not defeat a monster goalkeeper or any other type within the cell as expected, we can kill the boos that are just blow your air destroys us ?. this well raise the level of difficulty but is currently last in the extreme, I see more and more people leave the game unable to move at the end of his difficulty in dungeons level 70 I would like to get an answer from you, auque for me It will be obvious that the level of extreme damage to enemies do not think can be lowered. from already thank you for a non-automated response please.

PD. I think the players demanded a bit more difficult, not impossible to realize it was a dungeon
Post edited by djmaximo on
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Comments

  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited May 2015
    dungeons arent impossible, just harder like they were at launch
    Paladin Master Race
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  • mmm1001mmm1001 Member, NW M9 Playtest Posts: 497 Arc User
    edited May 2015
    If you are allowed to enter dungeon (e.g you met some requirements - like char level, gear score, etc) No single enemy - simile creep or final boss should be able to single-shoot you without any way to avoid. What we see now is really bad design, combined with terrible implementation, bad coding and zero support. On other side graphics design and sound effects are quite good, until bad coding hits them ...
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited May 2015
    the oneshots are a problem, but still it doesnt make dungeons "extremely" hard
    Paladin Master Race
  • neirgaraneirgara Member Posts: 334 Arc User
    edited May 2015
    Cryptic always deals in extremes, probably because they cant or dont want to bother with designing intelligent content. A mob would either hit you for 100 or for a 100 000 and if you dont see whats wrong with that you are either :
    A) a troll
    B) a Cryptic sponsored player
    C) a blind fool


    If the only way, to get your argument through, is, to discredit everyone who does not share your opinion, then your argument is weak and perhaps you should find a better one.
  • reddevilbsreddevilbs Member, NW M9 Playtest Posts: 84 Arc User
    edited May 2015
    burkaanc wrote: »
    the oneshots are a problem, but still it doesnt make dungeons "extremely" hard

    Dungeons ARE extremely hard. Using tons of scrolls of /mass/ life is not an option to kill end boss. OK to use 1-2-3 scrolls but something like 10 ... it's not worth it at all.
    I have perfect party, we managed to complete all 3 end-game dungeons in legit way and can say yea, they are EXTREMELY hard. Not only one shot trash mobs, but final bosses are ... hm nasty SOB. Let say that eTOS is little bit easier, but eCC is a hell literally. In there is a moment, when all the ground is on fire, one shot archers spawns in that fire circles and you just have to open the big keg ... But what happens next - boss get enraged and if even a tiny lag, all party falls. Let say you manage to dodge this nasty attack, what GWF can do except start to sprint and pray to deflect, cuz even with all the DR from Unstoppable and sprint is impossible to survive. Not to say tt there is sound bug and if you don't hear when boss starts to curse before that enraged attack ... you are dead.

    So if you say dungeons are just hard, please post here a video to see, how you handle there. It will be fun. Otherwise @openforbreakfast
    said it.

    Imo dungeons are made like this in purpose, to be almost impossible, cuz if they are doable by all kind of parties, ppl will gear fast and start whining for new content. And they will want it now, or yesterday ....
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    Get lvl 70 gear first and then you won't be killed in one hit...
  • b0ltcutterb0ltcutter Member Posts: 5 Arc User
    edited May 2015
    I have all the "lvl 70 gear/new artifact stuff" and can barely kill the trash mobs without being killed. before the new content I could solo
    just about everything, now we need parties just to kill the trash mobs. The new gear may be twice as good, but the mobs are now 4x harder. Game went from being fun to "why bother"..........
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited May 2015
    so fun = solo facerolling dungeons without any challenge whatsoever while watching a movie on another screen
    Paladin Master Race
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited May 2015
    diogene0 wrote: »
    Get lvl 70 gear first and then you won't be killed in one hit...

    ...if you have Shield on tab. Or Fox' Cunning active.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    ...if you have Shield on tab. Or Fox' Cunning active.

    You don't even need that. At-wills do 15-30k a hit at most, which means that you need to aggro more than 8 npcs on average to die instantly. Which means again that you're doing it wrong. Or that you're in red, and then the OHK is well deserved.
  • djmaximodjmaximo Member, NW M9 Playtest Posts: 8 Arc User
    edited May 2015
    who says that this is really "single hard" is obviously being paid to say so because it is still amazing the damage enemies do you think? that is "just hard" to enter ECC with epic equipment, weapons artefacts level 70, 4 sigil artifacts epic enchants level + level 8 and a pure dps build, yet attempting to harm an archer and not mellarle life? to be killed by a single shot?! ...... well let alone the head that just breathing you run, 4 people still watch better equipped than yourself and not doing anything ... so sorry but is not "just tough," wakes or stop using rare things to survive ;)
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    djmaximo wrote: »
    a pure dps build

    That's why you're failing.
  • djmaximodjmaximo Member, NW M9 Playtest Posts: 8 Arc User
    edited May 2015
    because no two people think it should at least do a good damage and other control if three make controlling and 2 give it and still can not ..... something happens the same way I say I have another CW only makes control and neither can;)
  • edited May 2015
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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited May 2015
    Dungeon design shouldn't require parties to perma control mobs so they don't die. Archery deals damage but has no control, and a combat HR is a pile of <font color="orange">HAMSTER</font> so I guess you kick em both because they can't CC mobs in eCC.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited May 2015
    diogene0 wrote: »
    You don't even need that. At-wills do 15-30k a hit at most, which means that you need to aggro more than 8 npcs on average to die instantly. Which means again that you're doing it wrong. Or that you're in red, and then the OHK is well deserved.

    I get hit for 100k sometimes from mere brutes. Might be crits, might be double-hits, but it's about getting OSKed or not. Not about getting OSKed only in rare cases. Also, catching two unavoidable hits within a tenth of a second should IMO also qualify as OSK, even though it technically might not be 100% correct. Typical things are e.g. the (HE Lvl 73) leap-baba or the amazingly sneaky undead giant in IwD...

    Basically I'd have to choose with a DC to dedicate all my defense slots and selectable gear options to defense, and pick all my boons to that avail. Then I'd suck as healer (because % of my HP is base of several heals). BTW Burning gear, (Lvl 60) Seldarine cloak, 21% DR... ...already 2 Def Azure Enchants used. Little to no on-board buff options, and the few % from Angel just don't cut it. And the slide dodge takes a tenth of a second to initiate - TR is easier, as the roll starts immediately...

    Other games wich have similar damage-hitpoint-ratio issues introduce health gating to avoid this problem.
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  • walk2kwalk2k Member Posts: 928 Arc User
    edited May 2015
    diogene0 wrote: »
    You don't even need that. At-wills do 15-30k a hit at most, which means that you need to aggro more than 8 npcs on average to die instantly. Which means again that you're doing it wrong. Or that you're in red, and then the OHK is well deserved.

    yeah no. the ranged attack from wights in Kessels hit for almost 90k. ranged at-will attack, no warning, no red area, barely even any animation that it's coming, and as a ranged attack you probably won't see it anyway, esp. if they are behind you. 90k is a 1-hit kill for the vast majority of players. I have GS (wtfever) 2600 and only 75k hp. this is in a 1600 level skirmish. totally, absolutely out of whack and simply unforgivable that the mod launched this way, much less remains this way after over a month. shameful, actually.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited May 2015
    walk2k wrote: »
    yeah no. the ranged attack from wights in Kessels hit for almost 90k. ranged at-will attack, no warning, no red area, barely even any animation that it's coming, and as a ranged attack you probably won't see it anyway, esp. if they are behind you. 90k is a 1-hit kill for the vast majority of players. I have GS (wtfever) 2600 and only 75k hp. this is in a 1600 level skirmish. totally, absolutely out of whack and simply unforgivable that the mod launched this way, much less remains this way after over a month. shameful, actually.

    I was trying eCC again this morning and I was getting one-shotted by pirate Cutthroats. That's with 4.19k IL, 100k HP, 18.6k defense, 55.3% DR.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
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  • edited May 2015
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  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited May 2015
    hustin1 wrote: »
    I was trying eCC again this morning and I was getting one-shotted by pirate Cutthroats. That's with 4.19k IL, 100k HP, 18.6k defense, 55.3% DR.

    the lesson to be learned here kids is that it doesnt matter how much defense you stack you need to focus on killing potential not defense. kills them fast enough and cc chain them and they cant hurt you now can they?offense is the best defense.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    walk2k wrote: »
    yeah no. the ranged attack from wights in Kessels hit for almost 90k. ranged at-will attack, no warning, no red area, barely even any animation that it's coming, and as a ranged attack you probably won't see it anyway, esp. if they are behind you. 90k is a 1-hit kill for the vast majority of players. I have GS (wtfever) 2600 and only 75k hp. this is in a 1600 level skirmish. totally, absolutely out of whack and simply unforgivable that the mod launched this way, much less remains this way after over a month. shameful, actually.
    hustin1 wrote: »
    I was trying eCC again this morning and I was getting one-shotted by pirate Cutthroats. That's with 4.19k IL, 100k HP, 18.6k defense, 55.3% DR.

    Then guys why am I succeeding while you're failing? Am I a wizard IRL? Or do I play with support classes actually supporting, ie increasing DR, shielding others for x damage, and so on?

    Stop focusing on defense, unless you're a tank it's a worthless stat, you're only slowing down kills. It's the tank and cleric's job (and maybe trapper HR in T2s, but not required) to defend you while one CW or ranger can provide enough control to keep damage rare enough so that you're not getting hit too often. Provided the CW uses control spells like shard instead of racing for paingiver with sudden storm or other similar <font color="orange">HAMSTER</font>, that is.
  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited May 2015
    diogene0 wrote: »
    Then guys why am I succeeding while you're failing? Am I a wizard IRL? Or do I play with support classes actually supporting, ie increasing DR, shielding others for x damage, and so on?

    Stop focusing on defense, unless you're a tank it's a worthless stat, you're only slowing down kills. It's the tank and cleric's job (and maybe trapper HR in T2s, but not required) to defend you while one CW or ranger can provide enough control to keep damage rare enough so that you're not getting hit too often. Provided the CW uses control spells like shard instead of racing for paingiver with sudden storm or other similar <font color="orange">HAMSTER</font>, that is.

    tell that to everyone denying me intrance to dungeons because im a hr. its all about the cw now.
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited May 2015
    tell that to everyone denying me intrance to dungeons because im a hr. its all about the cw now.

    Send me a friend invite black and I am more then willing to run t2's with a skilled HR. Those of who actually know what we are doing know the value of fox cunning in t2's and are willing to take a hr for this plus their control. I do t2's, legit I know what I am talking about here and I am more then willing to help competent pkayers for groups with other competent players. If you know what you doing, I will even throw you an invite to nwc, that way you have access to a much larger pool of knowledgeable players.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited May 2015
    they need to remove the arp from pve mobs. it just makes defense redundant even on a tank in t2s. once they address this. then im sure things will be less annoying.

    T2s should not be this difficult though. only those with full enchants and legendarys would be able to complete them. there needs to be a steady progression that is more fitting for the game.

    I'm all for difficult dungeons and tactics being used, but some of these boss designs are horrible. and getting 1 shotted by a regular mob so often grinds the nerves.

    The T2s much rather see these T2s tuned down for the arrival of the next dungeons.

    For example, I'd much rather see spellplague where all 3 bosses (and optional) are end-boss level type encounters, each dropping decent amount of loot, getting harder and harder, so you have to make progress and you do not NEED to complete a whole dungeon to get good loot.

    And if you are in a good coordinated group then you can do all bosses in one sitting once you mastered each encounter and be rewarded with alot of loot. As a "hardcore" type player i would much rather see dungeon designs like this.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • rversantrversant Member Posts: 896 Arc User
    edited May 2015
    grimah wrote: »
    they need to remove the arp from pve mobs. it just makes defense redundant even on a tank in t2s. once they address this. then im sure things will be less annoying.

    T2s should not be this difficult though. only those with full enchants and legendarys would be able to complete them. there needs to be a steady progression that is more fitting for the game.

    I'm all for difficult dungeons and tactics being used, but some of these boss designs are horrible. and getting 1 shotted by a regular mob so often grinds the nerves.

    The T2s much rather see these T2s tuned down for the arrival of the next dungeons.

    For example, I'd much rather see spellplague where all 3 bosses (and optional) are end-boss level type encounters, each dropping decent amount of loot, getting harder and harder, so you have to make progress and you do not NEED to complete a whole dungeon to get good loot.

    And if you are in a good coordinated group then you can do all bosses in one sitting once you mastered each encounter and be rewarded with alot of loot. As a "hardcore" type player i would much rather see dungeon designs like this.

    it'd be nice if they reduced / removed crits from boss attacks or just their undodgeable attacks. as being hit by an 80k ticking dot that you cant avoid isn't fun, while at least if it didnt crit you would have a chance for your party to heal you / to mitigate it
    People are way too negative, Why cant we just all get along.


    Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
  • grimahgrimah Member Posts: 1,658 Arc User
    edited May 2015
    i jsut got hit for 99k damage 500k absorbed, through my block from the scorpian in eLOL. its not a problem just kiting i know. but i wonder if this was intentional to not be tanked?
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited May 2015
    rversant wrote: »
    it'd be nice if they reduced / removed crits from boss attacks or just their undodgeable attacks. as being hit by an 80k ticking dot that you cant avoid isn't fun, while at least if it didnt crit you would have a chance for your party to heal you / to mitigate it

    I can tell you, the constant one-shotting has gotten REALLY tiresome. I've had it up to here with it. They need to stop blowing us off and actually DO something about the difficulty. Remove ARP, lower dmg, SOMETHING.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited May 2015
    The most stupid problem with all of this is that you can only kite a few things. Others just swing from 10 yards away and you fall down. Guard is one thing, but a devotion OP blocks 10% damage and doesn't have 4 dodges so how does the healer keep the party alive once they draw agro?
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