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Upgrading Dungeioneering Shards of Power to compete with Conqueror's Shards of Power

grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
On a good day, as a VIP I could collect 60 Dungeoneering Shards of Power, BUT I have to win 6 times to collect. If I wanted to get 60 Conqueror's Shads of Power I would also have to win 6 PvP matches.

It's hard to compete with doing 10 Stronghold PvP matches and losing every time, BUT getting 100 Conqueror's shards just for Participating. That Rubs me the wrong way.

Large Guilds, defined as have 25 members with at least 1 TIL 3100 character[small Guilds are everyone else], have no problem doing T2 Dungeons and winning within 45 min. Small Guilds can take upwards of 4 hours to complete ECC, but once they win once, each time after that it gets easier. For the Stronghold (the lack of) Dungeoneering Shards is a roadblock to advancement.

A Domination PvP match takes 15-20 minutes, Icewind Dale PvP can take less than that, but usually doesn't and since it takes twice as long for a small Guild team to finish a T2 Dungeon, T2 Dungeons should be awarded 20 Dungeoneering Shards of Power for completion.

What do you think?

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  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User

    On a good day, as a VIP I could collect 60 Dungeoneering Shards of Power, BUT I have to win 6 times to collect. If I wanted to get 60 Conqueror's Shads of Power I would also have to win 6 PvP matches.

    It's hard to compete with doing 10 Stronghold PvP matches and losing every time, BUT getting 100 Conqueror's shards just for Participating. That Rubs me the wrong way.

    Large Guilds, defined as have 25 members with at least 1 TIL 3100 character[small Guilds are everyone else], have no problem doing T2 Dungeons and winning within 45 min. Small Guilds can take upwards of 4 hours to complete ECC, but once they win once, each time after that it gets easier. For the Stronghold (the lack of) Dungeoneering Shards is a roadblock to advancement.

    A Domination PvP match takes 15-20 minutes, Icewind Dale PvP can take less than that, but usually doesn't and since it takes twice as long for a small Guild team to finish a T2 Dungeon, T2 Dungeons should be awarded 20 Dungeoneering Shards of Power for completion.

    What do you think?

    dungeoneering shards are almost useless in my small guild. i almost always slotting them in inventory, since there is no space in coffer for them.

    on the other hand, you cant get more than 2 conquerors shards per ton per day and you need them a lot more.

    so i say buff conquerors one and nerf dungeoneering one ....

  • e5cafl0wnee5cafl0wne Member Posts: 23 Arc User
    I have to agree with vincent I am already having to save dungeon ones but my guild is struggling just to get pvp tower level 1.......
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    Yes, we have, but the Dungeoneering is the sticky point.

    so you haven't reached the Tyranny of Dragons, Stolen Fey, and Influence walls yet?
    Or the Massive incoming AD walls yet?

  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    I though each player could get 10 Conqueror's shards for just 'participating" in SH Siege.

    When did they change that??
    vinceent1 said:

    On a good day, as a VIP I could collect 60 Dungeoneering Shards of Power, BUT I have to win 6 times to collect. If I wanted to get 60 Conqueror's Shads of Power I would also have to win 6 PvP matches.

    It's hard to compete with doing 10 Stronghold PvP matches and losing every time, BUT getting 100 Conqueror's shards just for Participating. That Rubs me the wrong way.

    Large Guilds, defined as have 25 members with at least 1 TIL 3100 character[small Guilds are everyone else], have no problem doing T2 Dungeons and winning within 45 min. Small Guilds can take upwards of 4 hours to complete ECC, but once they win once, each time after that it gets easier. For the Stronghold (the lack of) Dungeoneering Shards is a roadblock to advancement.

    A Domination PvP match takes 15-20 minutes, Icewind Dale PvP can take less than that, but usually doesn't and since it takes twice as long for a small Guild team to finish a T2 Dungeon, T2 Dungeons should be awarded 20 Dungeoneering Shards of Power for completion.

    What do you think?

    dungeoneering shards are almost useless in my small guild. i almost always slotting them in inventory, since there is no space in coffer for them.

    on the other hand, you cant get more than 2 conquerors shards per ton per day and you need them a lot more.

    so i say buff conquerors one and nerf dungeoneering one ....

  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    You're right, if you are a PvP Guild you need Conqueror's shards for 9 structures, 7 towers and 2 support/boon buildings, but if you're PvE you need Dungeoneer shards for 13 structures, GH, MP, 4-6 production buildings, 4 boon structures, and 0-2 Support buildings and then we can think about building PvP structures although if we have the materials we could start sooner. PvP is not a priority in my Guild, if it is in your, we'll have to agree to disagree.

    dungeoneering shards are almost useless in my small guild. i almost always slotting them in inventory, since there is no space in coffer for them.

    on the other hand, you cant get more than 2 conquerors shards per ton per day and you need them a lot more.

    so i say buff conquerors one and nerf dungeoneering one ....



  • acro33acro33 Member, NW M9 Playtest Posts: 79 Arc User
    edited November 2015
    Personally, I always thought that the logical and fair thing to do was to let the number of members a guild has determine how much of all of these things was needed. A guild of just 100-200 members will struggle hard to get anything done while a guild with over 500 members will fly right through upgrading. The amount of stuff needed in every category for each structure is ridiculous for any small guild and it seems like the devs only had medium sized guilds in mind when they set the amounts needed.

    And when things in all the campaign zones are as difficult as it is, not to mention the most often very OP enemies in dungeons, it's really not fun to try and scrape together everything needed. Hell, I'm a lvl70 CW with focus on damage with all the boons in the game (except for the SH one; my guild isn't even close to getting those) and Protectors Artifact Gear, the full Validra set and several rank 12 enchantments and I can't stay alive when trying to solo simple quests in Icewind Dale, ffs!

    The devs were so quick to nerf classes because people complained in PVP and they're quick to nerf anything that gives us something actually valuable (dragon hoard enchant comes to mind), but when it comes to things like this they don't do anything to fix it.
    Which is just another thing that'll make people more and more frustrated and eventually leave the game.
  • cellablockcellablock Member Posts: 253 Arc User
    acro33 said:

    Personally, I always thought that the logical and fair thing to do was to let the number of members a guild has determine how much of all of these things was needed. A guild of just 100-200 members will struggle hard to get anything done while a guild with over 500 members will fly right through upgrading. The amount of stuff needed in every category for each structure is ridiculous for any small guild and it seems like the devs only had medium sized guilds in mind when they set the amounts needed.

    And when things in all the campaign zones are as difficult as it is, not to mention the most often very OP enemies in dungeons, it's really not fun to try and scrape together everything needed. Hell, I'm a lvl70 CW with focus on damage with all the boons in the game (except for the SH one; my guild isn't even close to getting those) and Protectors Artifact Gear, the full Validra set and several rank 12 enchantments and I can't stay alive when trying to solo simple quests in Icewind Dale, ffs!

    The devs were so quick to nerf classes because people complained in PVP and they're quick to nerf anything that gives us something actually valuable (dragon hoard enchant comes to mind), but when it comes to things like this they don't do anything to fix it.
    Which is just another thing that'll make people more and more frustrated and eventually leave the game.

    i couldnt say it better myself

    so you haven't reached the Tyranny of Dragons, Stolen Fey, and Influence walls yet?
    Or the Massive incoming AD walls yet?

    well we at aka hoshi pushing against this wall too
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    True, there are Guilds with over the 150 member cap, but any member who leaves or is kicked out (by accident or deliberately) can't come back and must find another Guild under the 150 players/500 characters cap if they want to be in a Guild.

    Remember, Stronghold is a Long term project, that's why the requirements are so high. The Guild Hall upgrade takes days to build, the other structures take minutes (an hour or less each). The bulk of the time is spent gathering materials to build structures, as in real life.

    Guilds were set up with the unrealistic expectation that 16% of the members (25 out of 150) would participate and ended up with 6% participating and its taking many times longer. If they reality is addressed then the Guild cap would have to be raised to 500 members to get the 25-30 active members needed to build Strongholds as the Developers planned.
    acro33 said:

    Personally, I always thought that the logical and fair thing to do was to let the number of members a guild has determine how much of all of these things was needed. A guild of just 100-200 members will struggle hard to get anything done while a guild with over 500 members will fly right through upgrading. The amount of stuff needed in every category for each structure is ridiculous for any small guild and it seems like the devs only had medium sized guilds in mind when they set the amounts needed.

    And when things in all the campaign zones are as difficult as it is, not to mention the most often very OP enemies in dungeons, it's really not fun to try and scrape together everything needed. Hell, I'm a lvl70 CW with focus on damage with all the boons in the game (except for the SH one; my guild isn't even close to getting those) and Protectors Artifact Gear, the full Validra set and several rank 12 enchantments and I can't stay alive when trying to solo simple quests in Icewind Dale, ffs!

    The devs were so quick to nerf classes because people complained in PVP and they're quick to nerf anything that gives us something actually valuable (dragon hoard enchant comes to mind), but when it comes to things like this they don't do anything to fix it.
    Which is just another thing that'll make people more and more frustrated and eventually leave the game.

  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    Maybe the problem isn't what is needed to build, but the unrealistic expectation as to how many would participate. The unrealistic expectation is that 16% of a Guild will be active Stronghold members when the reality is that the number is 6%.

    6% of a 400 member Guild is 24, 6% of a 500 member Guild is 30, maybe it's time to raise the Guild cap to deal with reality.
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