A Tank is not needed in any dungeon technically. I have beaten every T1 AND every T2 without a Tank. But I can understand how you are trying to make your class useful again lol. The Paladin made the GF obsolete.
Kessel's Retreat is more or less manageable but it's still very hard. We go there, the enemies surround me and the others and we have absolutely no chance of fighting. I get killed in an instant. It makes me look like a total loser to be honest. Isn't it the tank who should absorb the most damage? Well I can't because I get killed with one hit. This is ridiculous.
I've tried Malabog's Castle but it turned out to be impossible. It doesn't help that many people are impatient and leave the group after one or two tries.
The problem with the difficulty is that the game doesn't let players actually play. If you need certain powers to survive at all then it's not a well designed difficulty curve. Any team with any abilities should be able to complete these challenges, but with so ridiculously overpowered enemies it's simply impossible. There's not much room for teamwork when the adds usually run much faster than us and they just basically run there and kill the players. Even if an encounter is won I don't feel like I've done anything better than before. Neither do any of us.
Also, difficulty levels should have been designed with public groups in mind. You simply have to accept that most people are playing solo, finding strangers online and there's not much communication, let alone teamwork between them. If you apply public matchmaking then you should design the challenges with that in mind. Neverwinter was clearly not designed like this.
I think an ITL 1600 dungeon should be perfectly manageable with 2000+ characters. Either raise the minimum demand for TIL or nerf the enemies to a reasonable level, and introduce new dungeons with 2500-3000 TIL with even more difficulty. But the formula right now is not good.
No the tank shouldnt take the most dmg if you have a goood one. I tank and fight to not take most dmg as im constantly mitigating it.
MMOs arent ment to be beat with any abilities, however a skilled knowledgeable player might be able to.
Builds in a dos perspectives typically (not always) have a blend and combo of CC, debuff, and heavy hitting skills. Stacking on the abilities with feats boons and paragon pts to maximize effectiveness
Comments
I've tried Malabog's Castle but it turned out to be impossible. It doesn't help that many people are impatient and leave the group after one or two tries.
The problem with the difficulty is that the game doesn't let players actually play. If you need certain powers to survive at all then it's not a well designed difficulty curve. Any team with any abilities should be able to complete these challenges, but with so ridiculously overpowered enemies it's simply impossible. There's not much room for teamwork when the adds usually run much faster than us and they just basically run there and kill the players. Even if an encounter is won I don't feel like I've done anything better than before. Neither do any of us.
Also, difficulty levels should have been designed with public groups in mind. You simply have to accept that most people are playing solo, finding strangers online and there's not much communication, let alone teamwork between them. If you apply public matchmaking then you should design the challenges with that in mind. Neverwinter was clearly not designed like this.
I think an ITL 1600 dungeon should be perfectly manageable with 2000+ characters. Either raise the minimum demand for TIL or nerf the enemies to a reasonable level, and introduce new dungeons with 2500-3000 TIL with even more difficulty. But the formula right now is not good.
No the tank shouldnt take the most dmg if you have a goood one. I tank and fight to not take most dmg as im constantly mitigating it.
MMOs arent ment to be beat with any abilities, however a skilled knowledgeable player might be able to.
Builds in a dos perspectives typically (not always) have a blend and combo of CC, debuff, and heavy hitting skills. Stacking on the abilities with feats boons and paragon pts to maximize effectiveness