Hey, yea i know tiamat got nerfed by 20% but thats not even Close enought to win. If you have 25 pre-members
you win 1/10 times, and for what, a dragon hoard pounch Worth 1k ad? YEA TOTALY WORTH IT,
we need Another 20-30% nerd specialy when its 1800 GS to enter, if you join a random team you lose 10/10.
we need better loot and 30% nerf, and why dont we get seals if we win. You can make it so we get seals if we win, that would be awesome
people lose because they don't play the instance and wait at the campfire or because they simply don't know what to do. 1.8-2k IL is enough to get Tiamat if the people only work for it. No nerf required. Instructions.. maybe?
alright how many tiamat have you been doing?, 1,8 is not enought, even if people dont afk. We only get 3-4 heads down, SO YEA we need a nerf
If you have bad luck with PuG yes, you gonna lose, but I dont think Tiamat needs any further nerfs, I had pretty decent win/lose ratio at both my TR and OP
I've done tiamat 5 times since the last patch (not counting changing instance after clearing the first one), and finished 4 times pretty comfortably, failed 1 times due to people just afk'in at campfire but most likely would have finished otherwise
no nerf is needed, but better reward yes, I didn't get any gear drop (I think they're meant to be a tier 2 reward), and even around 5-6 protectors seals would be nice
Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
There are enough nerds in D&D already - more won't help.
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited June 2015
1.8 is enough for certain classes but not really for the dps, dps needs the arp and a 1.8 doesnt have it, its pretty simple as a dps race.
In addition, if they would JUST limit non dps classes to 8 of total , in each instance, then it would help, you dont need more then a combination of that.
I saw a instance of 5 paladins alone.. 5! Its all nice to HAVE 1-2 pallys, 1-2 gfs and 1-2 dcs, you dont need anymore then that per se.
Thats the other issue.
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instynctiveMember, NW M9 PlaytestPosts: 1,885Arc User
edited June 2015
Yeah.. I believe that 1.8k ilvl is too low. Sure, a few in there who can do crowd control would be fine.. but ArPen and DPS are desperately needed for the heads.
people lose because they don't play the instance and wait at the campfire or because they simply don't know what to do. 1.8-2k IL is enough to get Tiamat if the people only work for it. No nerf required. Instructions.. maybe?
I have tried tiamat around a couple of dozen times and I can say that completing it with a 1.8 - 2k item level would be a real challenge. Of the 2 times that we managed to complete it, it took all 23 - 25 with the bulk of us wielding a 3k+ IL and even then it was pretty tight. Im not saying it cant be done, I am simply saying that at under 2k IL you are likely to fail 99 times out of 100.
I am definitely with the OP on this one, it needs another nerf.
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grogthemagnifMember, NW M9 PlaytestPosts: 1,651Arc User
edited June 2015
You're right, we don't need a nerf, we need more people fighting.
people lose because they don't play the instance and wait at the campfire or because they simply don't know what to do. 1.8-2k IL is enough to get Tiamat if the people only work for it. No nerf required. Instructions.. maybe?
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drkbodhiMember, NW M9 PlaytestPosts: 2,378Arc User
edited June 2015
This is not due to a needed nerf. It is due to the fact that too many people are not built properly, don't know the fight or go AFK after the first round.
Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
those who get afk must be booted from the zone, so they cant get any trash rewards, longer than 90 secs/2 mins, then they get boot.
it is pure combat zone.
devs isnt listen that much, it all talk and no action, or did very little margin to fix it, and mobs still hit too hard.
i still dont understand why didn't the devs reduce the legion devils?
once any cleric's meter get full, these devils would had been "banish" to allow other groups to aid any other groups in troubles near them.
it is a struggle to beat the timer while the devils are still around making our run speed very slow or unable to summon the mounds to race to the heads.
another issue about those mobs, they are elite 73 lvls with overpowered buffs and still one hitting some players while we are struggling to get boons we need, and these blue/green gears are terrible and ill-equiped to handle the devils.
Personally I would say the min iLevel should be bumped to 2k.
Also something needs to be done about the afk. I'd wager a full 25 man with everyone at 2k or slightly above could be successful, but NOT if you have 3-5 people sitting at the camp fire. What needs to be implemented is some sort of combat mode timer/counter. Any character that is not in "combat mode" for say 80% (90%?) of the time in Tiamat receives NO REWARD at all, regardless of success or failure.
If you are participating during Tiamat, you'll definitely be in combat mode 80% of the time, probably 90%, depending on how many times you die.
No reward=no reason to sit there an Afk.
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tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
edited June 2015
Tiamat is a goddess. Not every pug should have a prayer of beating her.
Campfire campers need 24 hour Tiamat queue ban.
People need a reliable way to pick the team they go with.
Tiamat is a goddess. Not every pug should have a prayer of beating her.
Campfire campers need 24 hour Tiamat queue ban.
People need a reliable way to pick the team they go with.
It's not a queue... that's the problem. If it were a queued instance than you'd get more ppl that actually want to be there and can communicate with the other players in their party.
Right now, if you haven't brought down red to 50% in the first round a bunch of players go to the campfire. And then those that stay go to back to red in round 2 (which isn't needed since everyone meets up at red in the kill phase).
Round 1 - Black to 20% > Green to 20% > get as much damage on red as you can (to 20% if possible)
Round 2 - Blue to 20% > White to 20% > take red down a little if you can get there.
Round 3 - Kill phase with 2 teams(Black>Green>Red) & (White>Blue>Red)
If EVERYONE plays through to the end, it's winnable.
I can't express this enough... the Lantern of Revelation will do more to increase the damage to Tiamat than using a Sigil of the Devoted for another daily. Please use the Lantern if you have it.
The devil damage needs to be toned down a bit though as I think the one-shots are keeping some players discouraged, since it isn't queued we don't have the luxury of running with people with the will to press on despite adversity.
This is not due to a needed nerf. It is due to the fact that too many people are not built properly, don't know the fight or go AFK after the first round.
Something needs to be done. As has been noted, a big issue (besides build or iLvL) is the fact that you can end up with too many non DPS classes in a single instance. I can pretty much guarantee a failure if you had a mixture of just Paladins, GFs and DCs.
So either they fix the way the queue works or they nerf again. The current failure rate is just too high.
last night, we barely hurt black dragon for about 15%, seem the defense they have is way too high to get them down to 10%-20% with 2-3 heads in single run, now it is undoable, and DEVS lied about fixing them and not listening to some of suggestions.
what i did see when fighting legions, they still one-hitting kills everyone even with 2k item score, they arent tone down, and defenses they have are also went up too far.
this made so many players very upset, pitchforks and torches coming very soon!
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urlord283Member, NW M9 PlaytestPosts: 1,084Arc User
I think the biggest problem is folks standing in the campfire
Rather tan Nerf raise the floor to 2K or 2.1K
Then the folks may be less likely to Quit
BTW
I have not found much worth as a reward....
I would rather run with the pack in IWD... so they could fix that
Comments
alright how many tiamat have you been doing?, 1,8 is not enought, even if people dont afk. We only get 3-4 heads down, SO YEA we need a nerf
Do you premade with 25 full tank OP/GFs?
If you have bad luck with PuG yes, you gonna lose, but I dont think Tiamat needs any further nerfs, I had pretty decent win/lose ratio at both my TR and OP
no nerf is needed, but better reward yes, I didn't get any gear drop (I think they're meant to be a tier 2 reward), and even around 5-6 protectors seals would be nice
Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
There are enough nerds in D&D already - more won't help.
In addition, if they would JUST limit non dps classes to 8 of total , in each instance, then it would help, you dont need more then a combination of that.
I saw a instance of 5 paladins alone.. 5! Its all nice to HAVE 1-2 pallys, 1-2 gfs and 1-2 dcs, you dont need anymore then that per se.
Thats the other issue.
"...I grab my wiener and charge!" - ironzerg79
Right you are! What we really need is geeks, those would really help bring more success to the Tiamat runs.
...but that would require that ppl read the guides. And there might be a hitch...
I have tried tiamat around a couple of dozen times and I can say that completing it with a 1.8 - 2k item level would be a real challenge. Of the 2 times that we managed to complete it, it took all 23 - 25 with the bulk of us wielding a 3k+ IL and even then it was pretty tight. Im not saying it cant be done, I am simply saying that at under 2k IL you are likely to fail 99 times out of 100.
I am definitely with the OP on this one, it needs another nerf.
it is pure combat zone.
devs isnt listen that much, it all talk and no action, or did very little margin to fix it, and mobs still hit too hard.
i still dont understand why didn't the devs reduce the legion devils?
once any cleric's meter get full, these devils would had been "banish" to allow other groups to aid any other groups in troubles near them.
it is a struggle to beat the timer while the devils are still around making our run speed very slow or unable to summon the mounds to race to the heads.
another issue about those mobs, they are elite 73 lvls with overpowered buffs and still one hitting some players while we are struggling to get boons we need, and these blue/green gears are terrible and ill-equiped to handle the devils.
Also something needs to be done about the afk. I'd wager a full 25 man with everyone at 2k or slightly above could be successful, but NOT if you have 3-5 people sitting at the camp fire. What needs to be implemented is some sort of combat mode timer/counter. Any character that is not in "combat mode" for say 80% (90%?) of the time in Tiamat receives NO REWARD at all, regardless of success or failure.
If you are participating during Tiamat, you'll definitely be in combat mode 80% of the time, probably 90%, depending on how many times you die.
No reward=no reason to sit there an Afk.
Campfire campers need 24 hour Tiamat queue ban.
People need a reliable way to pick the team they go with.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
1. Login to forums.
2. Screm nerf
...
It's not a queue... that's the problem. If it were a queued instance than you'd get more ppl that actually want to be there and can communicate with the other players in their party.
Right now, if you haven't brought down red to 50% in the first round a bunch of players go to the campfire. And then those that stay go to back to red in round 2 (which isn't needed since everyone meets up at red in the kill phase).
Round 1 - Black to 20% > Green to 20% > get as much damage on red as you can (to 20% if possible)
Round 2 - Blue to 20% > White to 20% > take red down a little if you can get there.
Round 3 - Kill phase with 2 teams(Black>Green>Red) & (White>Blue>Red)
If EVERYONE plays through to the end, it's winnable.
I can't express this enough... the Lantern of Revelation will do more to increase the damage to Tiamat than using a Sigil of the Devoted for another daily. Please use the Lantern if you have it.
The devil damage needs to be toned down a bit though as I think the one-shots are keeping some players discouraged, since it isn't queued we don't have the luxury of running with people with the will to press on despite adversity.
Something needs to be done. As has been noted, a big issue (besides build or iLvL) is the fact that you can end up with too many non DPS classes in a single instance. I can pretty much guarantee a failure if you had a mixture of just Paladins, GFs and DCs.
So either they fix the way the queue works or they nerf again. The current failure rate is just too high.
what i did see when fighting legions, they still one-hitting kills everyone even with 2k item score, they arent tone down, and defenses they have are also went up too far.
this made so many players very upset, pitchforks and torches coming very soon!
Rather tan Nerf raise the floor to 2K or 2.1K
Then the folks may be less likely to Quit
BTW
I have not found much worth as a reward....
I would rather run with the pack in IWD... so they could fix that