Had more fun in the 3 ETOS runs yesterday (all successfull, all 1 attempt per boss, mostly pUGS), than I have had snce Mod6 released. Youi could still die, you could still wipe, but at least it was enjoyable and you actually felt like you had some control of things. Prior, it was random 1 shot after random 1 shot....seemingly from no where.
While I admit this has got to be more than just an ArP on MOBs fix (everything was dying easier and not just because people were alive), I have to say that ETOS was actually fun.
eCC is still exploitville, but the first 2 bosses are fairly easy now. Traven is still practically impossible. Havent done eGWD yet.
I think its good how it is. 15-20 minute successful run is perfect.
I tank everything in the room as a tankadin in ECC. The only issue I have in ECC is the pugs I play with have a fear of attempting things legitly. I actually got votekickd out of an ECC cause I refused to exploit it.
0
santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
I tank everything in the room as a tankadin in ECC. The only issue I have in ECC is the pugs I play with have a fear of attempting things legitly. I actually got votekickd out of an ECC cause I refused to exploit it.
Did you leave your pugs on their own when you "soloed" lostmauth?
s where you have to use the mechanic of it to finish it. I will give you an example: Valindra Tower ,at the final boss, because of the high dps people dont bother with the caskets anymore, this should get a fix somehow, and force players to stop the caskets.
Why? Many have wiped, both before and after mod 6, trying to get the caskets rather than burning her down. Maybe it was in the developer's mind to make it a distraction and trick the party in doing a helpless task that actually raises their chance of wiping rather than lowering it. After all, you're doing caskets for the whole fight, a change of pace is actually interesting.
I tank everything in the room as a tankadin in ECC. The only issue I have in ECC is the pugs I play with have a fear of attempting things legitly. I actually got votekickd out of an ECC cause I refused to exploit it.
Did you leave your pugs on their own when you "soloed" lostmauth?
My typical routine for lostmauth fight with pugs is to give them 1-3 tries with 20 second constant divine protectors to let them try to learn the encounter and if they still can't live through the fight I just say screw it and solo him with constant heroism and ignore the constant "just die" comments and win it for them.
0
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
Well.. they shouldve done what WE all asked for months.. fix this BEFORE you adjusted anything else.. This was reported as far back as preview (along with MANY other active bugs)
the real issue here, isnt one of hardiness or not, its their refusal to fix things and just release items that shouldnt be in the game after poeple test and feedback stuff, due to deadline.
Even so, this shouldve been fixed as ASAP priority #1 (well maybe after bug point feat) but this shouldve been next.
0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
IF the dungeons are not so hard anymore time for lostmauth set to change to something else its bonus. The excuse dungeons are very hard need lol set broken is not valid anymore. A change to lostmauth set will help also pvp so a build to deal damage and not the lostmauth itself.
I wish it was possible to whip out my own nerfbat to take to folks always calling for nerfs to everything.
0
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
NERF EVERYTHING! Then add new content that's harder.
Mod 5 content should be a piece of cake once mod 6 comes up. Mod 6 content should be a piece of cake once mod 7 comes out. And so on. Why, you ask? Simple. Because then the people who weren't able to get all the content from the previous modules done can catch up easier.
I hate that I have to kill Tiamat 110 times to get my last two boons. Boo! BOO!!!
Just finished an eCC run. It's easiER, but by no means easy. It now takes minions 2-3 hits to drop my HR instead of 1-2 hits. Considering that my HR has 102k HP and 20.3k defense, I would consider the improvement to be the bare minimum. Most players will still wind up being killed in 1-2 hits.
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
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Just finished an eCC run. It's easiER, but by no means easy. It now takes minions 2-3 hits to drop my HR instead of 1-2 hits. Considering that my HR has 102k HP and 20.3k defense, I would consider the improvement to be the bare minimum. Most players will still wind up being killed in 1-2 hits.
Their damage wasn't really reduced, it's just that player's mitigation actually is WAI now. A player with 10% DR and 80k HP still nearly gets 1 shot without buffs.
0
plasticbatMember, NW M9 PlaytestPosts: 12,416Arc User
I went to VT last night without death until I died once in the last boss. We could basically steam roll without fear. Ran in, kill everything. Ran in, kill everything. Did not need to try hard to stay alive.
Before this patch, every encounter of mob was iffy. Could be killed or almost killed and was trying hard to stay alive, save the teammates, long ride from camp fire if be killed, etc. Made a mistake, you die. Could not escape from red circle, you die.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
0
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
I tryed it and well.... I felt old style, taking all groups and burning all together, its time go go back to High Vizier.
LOL either they broke it again or idk. Stromcaller aoe's are doing 10k to me now, you can just freely dance on red and live forever, it's ridiculous.
Let me guess, Pally?
0
klangeddinMember, NW M9 PlaytestPosts: 882Arc User
I'm in Epic Wolf Den right now, we're wiping at will on final boss. DPSers nearly get one shotted (with Knight's Valor on) by the dark hands and can barely scratch the stormcallers. Avarage gear score 2400. Dungeons are fine.
My typical routine for lostmauth fight with pugs is to give them 1-3 tries with 20 second constant divine protectors to let them try to learn the encounter and if they still can't live through the fight I just say screw it and solo him with constant heroism and ignore the constant "just die" comments and win it for them.
It could be that the people who are on this forum at the ones who persisted through the 1-shot-mob debacle that plagued T1 and T2's since the release of Mod 6. Many were turned off by the difficulty and grind, and perhaps if there wasn't this DR bug more would still be playing.
This change is for the better, I think, in making sure that newer players aren't disheartened by progessing towards end-game content.
Mod 7 with the Stronghold siege, and Mod 8 should I think re-introduce us to new content, which will be again challenging for the more experienced players.
I realize that you can never make everyone happy with a change like this, but I feel that this has made it too easy. I shouldn't be able to breeze through dungeons without having to pay attention to what I'm doing (reading forums on a second screen or talking on the phone) and without a healer. The dungeons that I was still struggling with a bit a couple of days ago are easy mode now.
Please don't take this to mean I think that people with lower item levels should not be able to complete these dungeons. I think folks sitting at or near the minimum item level to get into a dungeon should be able to complete it with the use of tactics and skill. I disagree strongly with the idea that a player with adequate item level to enter a dungeon would need to be carried by the rest of the team in order to be successful.
Perhaps there are other areas that need to be tweaked a bit in order to balance things out, and perhaps these changes are incomming. I'm just saying that for those who are mid to moderately geared, this has become cake walk.
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Leave the dungeons as they are now. At least Traven and... ugly he/she wolf will wreck you still without a proper team. Still hoping to see all the old dungeons return soon, and then all the hardcore crybabies that want it so hard can enjoy being destroyed in the updated Castle Never and Tiamat.
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
Generally, my motto is "people geared for the latest module's content should find previous module's content easy." Yes, that means you're constantly upgrading/replacing your gear, but it also means that you're able to catch up faster, because the earlier content is now relatively easy.
Generally, my motto is "people geared for the latest module's content should find previous module's content easy." Yes, that means you're constantly upgrading/replacing your gear, but it also means that you're able to catch up faster, because the earlier content is now relatively easy.
I agree. Hopefully Module 8 is nearing the preview server, and bringing 2500+ iLevel dungeons.
T2 dungeons are now way too easy. I tanked eTOS on my 2.4k IL OP without a healer and didn't use any potions or healstones. This group wasn't DPS heavy either. It did have 1 good GWF, but the rest were average DPS at best. I'm not saying this to brag, but that dungeons should be a challenge, and the fix went too far.
You're point was lost when you said you were an OP. When Mod6 first came out, OPs were the only ones doing Biggrin. After a class balance, maybe you'll have something to say.
False, as soon as mod6 hit I posted a video of me, a CW, soloing Biggrin's without Shield and no Lostmauth set.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
0
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
The Epic GWD is totally easy the problem is that most newbs don't even know the most important part of the fight. AVOID HANDS. Drives me crazy when dps try so hard to add that one lil flourish of dps while standing on a red spot like the newbs they are and then cry for a revive cause they couldn't judge whether to avoid or die.
what you find easy , alot of us finding it hard, so for your own enjoyment let's make things harder for a thousand others, if you want a challange change ur skills , don't complain about surviving ! lol those people in support will listen to one saying the donguen is easy ,rather listening to 1000 saying it's hard use a GF and try, instead of complaining please , seriously *prizes are too big , survive more on donguen* think of others more than just thinking about urself
Comments
the real issue here, isnt one of hardiness or not, its their refusal to fix things and just release items that shouldnt be in the game after poeple test and feedback stuff, due to deadline.
Even so, this shouldve been fixed as ASAP priority #1 (well maybe after bug point feat) but this shouldve been next.
Mod 5 content should be a piece of cake once mod 6 comes up. Mod 6 content should be a piece of cake once mod 7 comes out. And so on. Why, you ask? Simple. Because then the people who weren't able to get all the content from the previous modules done can catch up easier.
I hate that I have to kill Tiamat 110 times to get my last two boons. Boo! BOO!!!
The Holy Crusaders guild leader ♚ Mod 10 PVE Destroyer GWF guide ♚ Founding member of the Relentless Alliance
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
We could basically steam roll without fear. Ran in, kill everything. Ran in, kill everything. Did not need to try hard to stay alive.
Before this patch, every encounter of mob was iffy. Could be killed or almost killed and was trying hard to stay alive, save the teammates, long ride from camp fire if be killed, etc. Made a mistake, you die. Could not escape from red circle, you die.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
Avarage gear score 2400. Dungeons are fine.
This change is for the better, I think, in making sure that newer players aren't disheartened by progessing towards end-game content.
Mod 7 with the Stronghold siege, and Mod 8 should I think re-introduce us to new content, which will be again challenging for the more experienced players.
Please don't take this to mean I think that people with lower item levels should not be able to complete these dungeons. I think folks sitting at or near the minimum item level to get into a dungeon should be able to complete it with the use of tactics and skill. I disagree strongly with the idea that a player with adequate item level to enter a dungeon would need to be carried by the rest of the team in order to be successful.
Perhaps there are other areas that need to be tweaked a bit in order to balance things out, and perhaps these changes are incomming. I'm just saying that for those who are mid to moderately geared, this has become cake walk.
The Holy Crusaders guild leader ♚ Mod 10 PVE Destroyer GWF guide ♚ Founding member of the Relentless Alliance
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
those people in support will listen to one saying the donguen is easy ,rather listening to 1000 saying it's hard
use a GF and try, instead of complaining please , seriously *prizes are too big , survive more on donguen*
think of others more than just thinking about urself