I tell you guys one thing, hire competent people who tests actual things before their release like @amenar was. You fix something and broke the other thing, I'll explain it plainly simple first.
Why do you have to come across as a tool when you are asking for something to get fixed? Get over yourself, ask with respect, and maybe you will earn some respect along the way.
I tell you guys one thing, hire competent people who tests actual things before their release like @amenar was. You fix something and broke the other thing, I'll explain it plainly simple first.
Why do you have to come across as a tool when you are asking for something to get fixed? Get over yourself, ask with respect, and maybe you will earn some along the way.
Christ...
All the SW were happy to work with @amenar and we really did. Now it looks like:
1. Oh found a bug 2. Oh, I fixed it! 3. ... 4. Damn, I made 2 more bugs
And I was one of them, fernuu; I also had seen many helpful posts from you. It's smug intros like his that will ruin new developer relationships. It's unproductive, rude, and unnecessary.
I tell you guys one thing, hire competent people who tests actual things before their release like @amenar was. You fix something and broke the other thing, I'll explain it plainly simple first.
Why do you have to come across as a tool when you are asking for something to get fixed? Get over yourself, ask with respect, and maybe you will earn some respect along the way.
I tell you guys one thing, hire competent people who tests actual things before their release like @amenar was. You fix something and broke the other thing, I'll explain it plainly simple first.
Why do you have to come across as a tool when you are asking for something to get fixed? Get over yourself, ask with respect, and maybe you will earn some along the way.
Christ...
All the SW were happy to work with @amenar and we really did. Now it looks like:
1. Oh found a bug 2. Oh, I fixed it! 3. ... 4. Damn, I made 2 more bugs
And I was one of them, fernuu; I also had seen many helpful posts from you. It's smug intros like his that will ruin new developer relationships. It's unproductive, rude, and unnecessary.
That's why I think good communication on line with devs<-->players would be great. They could even pick good, random, whatever 10 folks from each class and make them test
I tell you guys one thing, hire competent people who tests actual things before their release like @amenar was. You fix something and broke the other thing, I'll explain it plainly simple first.
Why do you have to come across as a tool when you are asking for something to get fixed? Get over yourself, ask with respect, and maybe you will earn some respect along the way.
I tell you guys one thing, hire competent people who tests actual things before their release like @amenar was. You fix something and broke the other thing, I'll explain it plainly simple first.
Why do you have to come across as a tool when you are asking for something to get fixed? Get over yourself, ask with respect, and maybe you will earn some along the way.
Christ...
All the SW were happy to work with @amenar and we really did. Now it looks like:
1. Oh found a bug 2. Oh, I fixed it! 3. ... 4. Damn, I made 2 more bugs
And I was one of them, fernuu; I also had seen many helpful posts from you. It's smug intros like his that will ruin new developer relationships. It's unproductive, rude, and unnecessary.
That's why I think good communication on line with devs<-->players would be great. They could even pick good, random, whatever 10 folks from each class and make them test
I sure it's what they hope to accomplish with the preview server but, like I believe you are eluding to, they may not put a class through the same paces as a dedicated player would. The problem they would have with drafting any of us is the transient nature of players.
And to be clear, players did have a good few weeks to kick the tires on the SW; just not sure enough was done with PVP testing (from what I could tell - I am on XBox so I could not). Had @amenar not left as abruptly as he did, this would have been addressed long ago I believe. I don't fault them from an aptitude perspective; its a readiness \ getting up to speed thing.
All these new add-ons are BS, if you can't afford to buy them. As far as I can see o far only those that can afford to buy the Zen or the new stuff can get ahead and they are the problem!! Along with the money grubbing arses that run the game! IE: THE DEVS!!!!
I have to say, i have been playing Everquest for 11 years, that game is also free, but for 8.99 a month you have all access to every single one of their full games. You don't have to drop any more money than that to get ahead over there, which is very nice. Coming over to try this game, i have found that it is simply geared towards getting people to drop a lot of money and continue dropping a lot of money into Zen etc if you want to get anywhere. The VIP levels are just silly, it is a fortune for not much gain compared to other games. I don't think i will be staying for this reason. Shame really because i like a lot of the set ups in the game, like the dungeon queues, ability to solo, instances that have limited numbers etc. This is a fun game, but the greed ruins it.
I tell you guys one thing, hire competent people who tests actual things before their release like @amenar was. You fix something and broke the other thing, I'll explain it plainly simple first.
Why do you have to come across as a tool when you are asking for something to get fixed? Get over yourself, ask with respect, and maybe you will earn some along the way.
Christ...
All the SW were happy to work with @amenar and we really did. Now it looks like:
1. Oh found a bug 1a. I won't tell community and won't want them to test. I will do it alone! 2. Oh, I fixed it! 3. WOW! Gonna publish it! 4. Damn, I made 2 more bugs
doing an FBI run- 3.1k HR (me) 3.5k HR 3.5k GWF 3.1k DC 3.1k GF
on just the first mob the total deaths exceeded 50 spent 15 minutes to defeat the first pack of mobs group overall wasn't that bad
EDIT: gave up on the first boss when we couldn't even get to phase 2 (50% health) without die'ing. well the run was fun and the others learned how to do the dungeon. as i said before the dungeon requires 3.1k item lvl and 28% everfrost resist; but no 3.3k team or lover can do this dungeon successfully. at bare minimum you would need an op tank to heal himself and group, a healer dc for heals and possible buffs/debuffs, at least one 4k+ dps, an sw for bonus heals helps the group in all the needs of extra healing, so getting an sw would allow a gf to join without dieing as often. the second dps needs to be 3.5k+. the last dps can be 3.1k+
tank=3.5k+ (preferably an op tank) (a gf tank is possible with the second or third dps being an sw) healer=3.1k+ (preferably having a 3.5k+ so team hass better heals) first dps=4k+ (prefer hpds-GWF, HR, or anything that can output a ton of damage fast) second dps=3.5k+(sw or any decent dps) third dps=3.1k+ (preferably a buffer)
Seems like the Sparks bugged out at around 887 - the SW stopped gaining AP, and all the damage boosts - however became immortal, and took multiple giant rocks to the face, and didn't take any damage. o.0
You guy's forgot to say that now can buy a level 70 character with zen , and remove xp from Stronghold so if wanna start on a new class.. buy it for 5000z
I tell you guys one thing, hire competent people who tests actual things before their release like @amenar was. You fix something and broke the other thing, I'll explain it plainly simple first.
Soul Sparks are core class minor mechanic for Soulbinder paragon path, they passively increase life steal chance and when feated in artifact offhand a deflection chance, with a passive class feature Borrowed Time you get healed depending on the rank of the feature based on amount of sparks you have.
Please also note that you're launching special event to measure class survivability in solo queue PvP.
Then watch this video please and look what you've done.
@dreadnaught#5263@strumslinger fangbreaker island requires 3.1k items and the estimated time to complete the dungeon says 30 minutes
a 3.1k item lvl team will take on average 2 hours or more to complete the dungeon; if they manage to beat any of the bosses. a 3.5k item lvl team will take on average 1 hour or more to complete the dungeon a 4k item lvl team will take on average 1 hour, give or take time to complete the dungeon
i would try to gather more data but its hard since not many people have the dungeon unlocked or the requirements; and most people like me knew before hand that this dungeon would not be worth running, but i just wanted to get some exp in the run.
another thing is that no one ever ques public, cause you can only que for 30 minutes for as long as your potion buff and buff food lasts, then you have you reque for the dungeon, but when i qued no group was formed, and making a private que group is hard as stated that its hard to find people; but this problem will be fixed as more people get the requirements.
well its almost completely impossible to do this run as a 3.1k team and if they do manage to beat it, it will have taken them way too long. best option is to make it so a 3.1k item lvl team can beat the dungeon and in 30 minutes. yes i know a 4k item lvl team will just be able to do the dungeon easily, but isn't that how it should be? cause when making edemo groups you go for 3k players to make the run faster and easier and gold guaranteed.
unless you want to increase the item lvl requirement to 3.5k which almost no one will be able to get easily; best option is to think how to make it possible for what you set it as. the dungeon requirements is the bare minimal to complete the dungeon, or at least that's what it is suppose to mean, and the estimated time is supposed to mean how long you should be in here. the main problem is that the fights just have to much health hand it takes a long time to kill them and they hit hard (which is fine). when a fight takes a while their are more chances for a mistake and deaths to happen. this is just the basic info i gathered as i ran the dungeon with various people. i will try to gather more but it may just seem pointless, its hard to find a group let alone test how well we do once we enter.
my testing i the same as edemo, its based on the very first fight (this works 90% of the time) on edemo if the first purple portal is defeated and we get silver in less then 30 second we can win gold on edemo if we finish the first phase with at least a minute left or more, we don't have to aim at yellow runes for phase 2
on fangbreaker island if we can beat the first fight without dieing more then 5-10 times we should be able to beat the dungeon with a bit of challenge, on fangbreaker island if we beat the first fight in 5 minutes or less the dungeon should take on average 45 minutes to an hour or more
p.s. i have never beaten this dungeon so its based on prediction based on groups i have done and what i think would happen, so i cant say how long the dungeon really takes, we never made it pass the really bugged up turtle.
@dreadnaught#5263@strumslinger How did you guys the developers test this dungeon? did you test it your self with a 3.1k team and test it till you could beat it in 30-45 minutes. 45 minute long dungeons are fine, but no one wants to spend an hour in a dungeon. some groups that are really bad takes an hour. or did you have people on preview servers test the dungeon? cause most of them were probably 4k players.
the big questions are; how did you test the dungeon and what was the groups like that tested it.
since this dungeon is an awesome challenging dungeon, a full 3.1k item lvl team with somewhere between 0 to 30% everfrost resist should be able to do this dungeon somewhere between 30 minutes to an hour.
why not have everfrost resist not just reduce damage, but also increase the players damage by the same percent? and have this buff only work when in icewind dale content and FBI (fangbreaker island) that way players who take off their everfrost resist armor or don't reapply potions after death, don't get that useful damage buff and resist (like me).
@dreadnaught#5263@strumslinger How did you guys the developers test this dungeon? did you test it your self with a 3.1k team and test it till you could beat it in 30-45 minutes. 45 minute long dungeons are fine, but no one wants to spend an hour in a dungeon. some groups that are really bad takes an hour. or did you have people on preview servers test the dungeon? cause most of them were probably 4k players.
the big questions are; how did you test the dungeon and what was the groups like that tested it.
since this dungeon is an awesome challenging dungeon, a full 3.1k item lvl team with somewhere between 0 to 30% everfrost resist should be able to do this dungeon somewhere between 30 minutes to an hour.
why not have everfrost resist not just reduce damage, but also increase the players damage by the same percent? and have this buff only work when in icewind dale content and FBI (fangbreaker island) that way players who take off their everfrost resist armor or don't reapply potions after death, don't get that useful damage buff and resist (like me).
Just because players can enter at 3.1K does not and should not mean that a full party of 3.1 K should be able to beat the dungeon (sure some have). This is finally a little bit of much needed end game content and does not need to be nerfed to the ground .Sorry but at 3.1 you are some way from endgame but also the players need to understand the mechanics behind the dungeon along with understanding their own classes well enough to know what party comp will work or not work so they do not waste the time on a failed run.
thanks for your opinion and criticism now i never said it needed to be nerfed to the ground, i only stated that it should be possible for a 3.1k team to complete it; even if it takes over an hour. i agree that players should understand the dungeon and their characters and that's why i run players through as much as we can do. so they can understand how hard the dungeon is and they can understand how to counter it or do better next time they go in.
@dreadnaught#5263@strumslinger How did you guys the developers test this dungeon? did you test it your self with a 3.1k team and test it till you could beat it in 30-45 minutes. 45 minute long dungeons are fine, but no one wants to spend an hour in a dungeon. some groups that are really bad takes an hour. or did you have people on preview servers test the dungeon? cause most of them were probably 4k players.
the big questions are; how did you test the dungeon and what was the groups like that tested it.
since this dungeon is an awesome challenging dungeon, a full 3.1k item lvl team with somewhere between 0 to 30% everfrost resist should be able to do this dungeon somewhere between 30 minutes to an hour.
why not have everfrost resist not just reduce damage, but also increase the players damage by the same percent? and have this buff only work when in icewind dale content and FBI (fangbreaker island) that way players who take off their everfrost resist armor or don't reapply potions after death, don't get that useful damage buff and resist (like me).
Just because players can enter at 3.1K does not and should not mean that a full party of 3.1 K should be able to beat the dungeon (sure some have). This is finally a little bit of much needed end game content and does not need to be nerfed to the ground .Sorry but at 3.1 you are some way from endgame but also the players need to understand the mechanics behind the dungeon along with understanding their own classes well enough to know what party comp will work or not work so they do not waste the time on a failed run.
thanks for your opinion and criticism now i never said it needed to be nerfed to the ground, i only stated that it should be possible for a 3.1k team to complete it; even if it takes over an hour. i agree that players should understand the dungeon and their characters and that's why i run players through as much as we can do. so they can understand how hard the dungeon is and they can understand how to counter it or do better next time they go in.
The dungeon is being easily done in 30 minutes. If it is nerfed, it will be shorter than CN.
what group do you go with? that's important info. i have yet to get to the second boss in any group in under 30 minutes. tried two 4k+ dps (gwf, hr) a 3.5k+ tank (gf) 3.7k+ healer (dc) and me 3.1k (hr) i have yet to beat the second boss.
If anything, they should increase EF damage so that that pre-mod 6 gear can't be used in it. They should make it have a buff/debuff depression similar to Healing Depression in PVP. It must be the hardest content in the game, not just another CN.
ill edit this post on how we do 19 minutes in run to get to first boss 37 minutes in run beat first boss 46 minutes in run to make it to second boss 57 minutes in run beat second boss 1 hour 2 minutes in run to get to third boss (skipped all the mobs =D) 1 hour 56 minutes in run to beat third boss
beat boss 2 and 3 with bugs =P so doesn't really feel like a win. got trash for the most part - ten town supplies are the only thing i got that was useful. @razor4lpha i agree that this new dungeons rewards is no were near good enough for time spent =P
hate when hati goes invisible and i cant attack him =P
for skills that land you in water behind the turtle, if you shift back after using the skill, you still use the skill and don't die. slashers mark killed me when i was using it but now it just bouncing off the top of the turtle shell and i still use the daily... not going to try fox shift cause i don't use it.
third boss is extremely buggy.. several times we had to wipe cause boss got behind ice fell into water or something else that made it unkillable. @strumslinger@dreadnaught#5263
Genjundead u and the guys/ girls u run with should first try to get better understanding of neverwinter dmg mechanics and on buff/debuff scaling then work on movment and boss mechanics+ start to coordinate your actions when fighting. after u got that set the dungeon will go from challenging to easy mode.
just to give u some timeframes: We usually arrive at first boss 3:40-6min into the dungeon. Turtle is down at between 13-18 min and we finish it normaly between 20-25 min (fastest so far was 17min and we slaced a bit).
I think its really great that u actually have to think about what u are doing in this dungeon.
Genjundead u and the guys/ girls u run with should first try to get better understanding of neverwinter dmg mechanics and on buff/debuff scaling
then work on movment and boss mechanics+ start to coordinate your actions when fighting.
after u got that set the dungeon will go from challenging to easy mode.
just to give u some timeframes:
We usually arrive at first boss 3:40-6min into the dungeon. Turtle is down at between 13-18 min
and we finish it normaly between 20-25 min (fastest so far was 17min and we slaced a bit).
I think its really great that u actually have to think about what u are doing in this dungeon.
i would like to know what group you made and their item lvls overall damage so i can figure out how you are beating it fast. everyone's class? everyone's item lvl? everyone's paingiver?
Comments
Mod 10:
[Combat (Self)] Critical Hit! Your Killing Flames deals 16636893 (1009292) Fire Damage to Ethraniev Marrowslake.
Mod 9:
[Combat (Self)] Your Murderous Flames deals 376274433 (18876929) Fire Damage to Red Tiamat Head.
And to be clear, players did have a good few weeks to kick the tires on the SW; just not sure enough was done with PVP testing (from what I could tell - I am on XBox so I could not). Had @amenar not left as abruptly as he did, this would have been addressed long ago I believe. I don't fault them from an aptitude perspective; its a readiness \ getting up to speed thing.
Shame really because i like a lot of the set ups in the game, like the dungeon queues, ability to solo, instances that have limited numbers etc. This is a fun game, but the greed ruins it.
3.1k HR (me)
3.5k HR
3.5k GWF
3.1k DC
3.1k GF
on just the first mob the total deaths exceeded 50
spent 15 minutes to defeat the first pack of mobs
group overall wasn't that bad
EDIT: gave up on the first boss when we couldn't even get to phase 2 (50% health) without die'ing. well the run was fun and the others learned how to do the dungeon. as i said before the dungeon requires 3.1k item lvl and 28% everfrost resist; but no 3.3k team or lover can do this dungeon successfully. at bare minimum you would need an op tank to heal himself and group, a healer dc for heals and possible buffs/debuffs, at least one 4k+ dps, an sw for bonus heals helps the group in all the needs of extra healing, so getting an sw would allow a gf to join without dieing as often. the second dps needs to be 3.5k+. the last dps can be 3.1k+
tank=3.5k+ (preferably an op tank) (a gf tank is possible with the second or third dps being an sw)
healer=3.1k+ (preferably having a 3.5k+ so team hass better heals)
first dps=4k+ (prefer hpds-GWF, HR, or anything that can output a ton of damage fast)
second dps=3.5k+(sw or any decent dps)
third dps=3.1k+ (preferably a buffer)
fangbreaker island requires 3.1k items and the estimated time to complete the dungeon says 30 minutes
a 3.1k item lvl team will take on average 2 hours or more to complete the dungeon; if they manage to beat any of the bosses.
a 3.5k item lvl team will take on average 1 hour or more to complete the dungeon
a 4k item lvl team will take on average 1 hour, give or take time to complete the dungeon
i would try to gather more data but its hard since not many people have the dungeon unlocked or the requirements; and most people like me knew before hand that this dungeon would not be worth running, but i just wanted to get some exp in the run.
another thing is that no one ever ques public, cause you can only que for 30 minutes for as long as your potion buff and buff food lasts, then you have you reque for the dungeon, but when i qued no group was formed, and making a private que group is hard as stated that its hard to find people; but this problem will be fixed as more people get the requirements.
well its almost completely impossible to do this run as a 3.1k team and if they do manage to beat it, it will have taken them way too long. best option is to make it so a 3.1k item lvl team can beat the dungeon and in 30 minutes. yes i know a 4k item lvl team will just be able to do the dungeon easily, but isn't that how it should be? cause when making edemo groups you go for 3k players to make the run faster and easier and gold guaranteed.
unless you want to increase the item lvl requirement to 3.5k which almost no one will be able to get easily; best option is to think how to make it possible for what you set it as.
the dungeon requirements is the bare minimal to complete the dungeon, or at least that's what it is suppose to mean, and the estimated time is supposed to mean how long you should be in here. the main problem is that the fights just have to much health hand it takes a long time to kill them and they hit hard (which is fine). when a fight takes a while their are more chances for a mistake and deaths to happen.
this is just the basic info i gathered as i ran the dungeon with various people. i will try to gather more but it may just seem pointless, its hard to find a group let alone test how well we do once we enter.
my testing i the same as edemo, its based on the very first fight (this works 90% of the time)
on edemo if the first purple portal is defeated and we get silver in less then 30 second we can win gold
on edemo if we finish the first phase with at least a minute left or more, we don't have to aim at yellow runes for phase 2
on fangbreaker island if we can beat the first fight without dieing more then 5-10 times we should be able to beat the dungeon with a bit of challenge,
on fangbreaker island if we beat the first fight in 5 minutes or less the dungeon should take on average 45 minutes to an hour or more
p.s. i have never beaten this dungeon so its based on prediction based on groups i have done and what i think would happen, so i cant say how long the dungeon really takes, we never made it pass the really bugged up turtle.
How did you guys the developers test this dungeon?
did you test it your self with a 3.1k team and test it till you could beat it in 30-45 minutes. 45 minute long dungeons are fine, but no one wants to spend an hour in a dungeon. some groups that are really bad takes an hour.
or did you have people on preview servers test the dungeon? cause most of them were probably 4k players.
the big questions are; how did you test the dungeon and what was the groups like that tested it.
since this dungeon is an awesome challenging dungeon, a full 3.1k item lvl team with somewhere between 0 to 30% everfrost resist should be able to do this dungeon somewhere between 30 minutes to an hour.
why not have everfrost resist not just reduce damage, but also increase the players damage by the same percent? and have this buff only work when in icewind dale content and FBI (fangbreaker island) that way players who take off their everfrost resist armor or don't reapply potions after death, don't get that useful damage buff and resist (like me).
now i never said it needed to be nerfed to the ground, i only stated that it should be possible for a 3.1k team to complete it; even if it takes over an hour.
i agree that players should understand the dungeon and their characters and that's why i run players through as much as we can do. so they can understand how hard the dungeon is and they can understand how to counter it or do better next time they go in.
tried two 4k+ dps (gwf, hr) a 3.5k+ tank (gf) 3.7k+ healer (dc) and me 3.1k (hr)
i have yet to beat the second boss.
fbi group (would say this is my 8th run)
3.1k hr (me) 262 mill dps.. 11 mill damage taken.. 28 deaths.. 6 mill heals
3.6k sw....... 327 mill dps.. 15 mill damage taken.. 27 deaths.. 8 mill heals
4k dc.......... 127 mill dps.. 10 mill damage taken.. 13 deaths.. 26 mill heals
3.2k op....... 160 mill dps.. 78 mill damage taken.... 9 deaths.. 2 mill heals
4.2k gwf..... 363 mill dps.. 12 mill damage taken.. 19 deaths.. 3 mills heals
ill edit this post on how we do
19 minutes in run to get to first boss
37 minutes in run beat first boss
46 minutes in run to make it to second boss
57 minutes in run beat second boss
1 hour 2 minutes in run to get to third boss (skipped all the mobs =D)
1 hour 56 minutes in run to beat third boss
beat boss 2 and 3 with bugs =P so doesn't really feel like a win.
got trash for the most part - ten town supplies are the only thing i got that was useful.
@razor4lpha i agree that this new dungeons rewards is no were near good enough for time spent =P
for skills that land you in water behind the turtle, if you shift back after using the skill, you still use the skill and don't die. slashers mark killed me when i was using it but now it just bouncing off the top of the turtle shell and i still use the daily... not going to try fox shift cause i don't use it.
third boss is extremely buggy.. several times we had to wipe cause boss got behind ice fell into water or something else that made it unkillable. @strumslinger @dreadnaught#5263
then work on movment and boss mechanics+ start to coordinate your actions when fighting.
after u got that set the dungeon will go from challenging to easy mode.
just to give u some timeframes:
We usually arrive at first boss 3:40-6min into the dungeon. Turtle is down at between 13-18 min
and we finish it normaly between 20-25 min (fastest so far was 17min and we slaced a bit).
I think its really great that u actually have to think about what u are doing in this dungeon.
everyone's class?
everyone's item lvl?
everyone's paingiver?
https://www.youtube.com/watch?v=ultrM3G03R8
Our fastest run so far. 17 minutes 22 seconds.
From memory the IL looks something like this:
Sharpedge (me) 3.2k MoF rene CW.
Natsu 3.6k HB Fury.
Gonzaid 3.6k AC Righteous DC.
Draco 4.1k Justice Protection OP.
Bethelpug 3.8k GF.