Tong is a very fun dungeon and I enjoy it very much, as a 13.6k ilvl player. But I feel like its a bit to easy and needs to be harder. A lot of the time I am not even running with 2xs DCs, and actually the fastest runs are OP/DC/SW/CW/HR. The only real challenge I feel in the dungeon is probably the first boss itself, and the challenge of that fight is to not get bored from it. He has eaten way to many burritos! Anyways a harder version of tong with a higher chance of dropping the Ultimate Enchanting Stones would be pretty good!
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how long were your fastest runs ?
And are you on console (no mod 12b yet)?
My shortest run (after bonding-stone nerf) was 20 minutes, 24 seconds , but the fastest I have heard of is just over 13 minutes...see here: https://www.youtube.com/watch?v=_lvz8jiv67Y&t=
A harder version with better drops would probably be appreciated by a group like that.
At the other extreme, yesterday I joined a 4/5 group that was stuck at the last boss - we finished it off, and then I saw that they had been struggling for over 4 hours. Ouch! No way a group like that would ever be able to finish a harder version.
Personally, I have been in Tong runs ranging from 20 min to 2h30... Luckily 90% of my runs last less than 30 minutes and I would be mad if I had to stay for a longer duration since I grind this dungeon only for these damn stones... that never show.
If I had to run a harder version of Tong, I will not spend more than 1 hour unless the chance of getting these ELUSIVE ultimate stones was multiplied by 3 or 4 !!!!!
If there was a better chance of getting good stuff at the end, it could be a motivation to run it with random people.
Seems like a pretty standard "old-style" boss to me - a strong group can just burn him down, completely ignoring the environmental effects, while a weaker group will have to constantly adapt to what is going on.
Quite frankly, it seems just fine to me - and in fact, all the boss fights in ToNG are pretty good as far as I am concerned.
in some really weak groups. The best thing I can say about that boss fight is that it made me laugh the first time...
some serious special effects...lol
But it seems to me the designer had some ideas for that fight and didn´t intend for everyone to just trample
them and suffer through the fight while wishing for sunglasses. I would guess. So that went really wrong.
There´s so few endgame dungeons in this game that it´s really bad not to re-work something like this.
We went in and ran it with a group (OP-prot, OP-Dev, DC, GWF, GWF) because that was who was online. We ran it in about 32 minutes, we aren't the types to rush and somewhere in that was phone calls, popcorn making etc.
so the same group queues back in for a second run. NOTHING CHANGED - it took us almost 3 hours
Orcus kept flying away and not coming back
red wasn't showing up in the orcus fight
orbs weren't visible
third boss - couldn't see hands at all we'd here a laugh and everyone would be in the middle looking back and forth until it was too late, then we'd wipe and end up back in the traps with everything respawned.
Over and over and over again.
We were both furious and punch drunk by the time we finally finished the dungeon.
Oh and apparently half of us were seal capped... the seal cap ends with a 2?
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
Also i hate everyones mind set of DC DC OP minimum for groups. I Have my smothest runs with 1-2 DC, Tank optional, and 3 dps. The DC DC OP thing is only good if you are communicating and know what needs to be thrown down when and for dps to know so they can burst there debuffs and damage encounters at apropiate times. Which does not happen on consoles in PuGs. Just select elitests who just run with eachother, take full advantage of the dc dc op group
It took only a few minutes to kill the boss but I couldn't believe it when I checked the board and saw 5hr 59 minutes on the timer
My regular group is 3 support & 2 dps and we generally do ~30 min runs.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
- There is some correlation between IL and experience. More experience means that you probably know better how to best play your class. Sure, there are many exceptions - I know one 12K OP who outperforms most 16K OPs, for example, and I have had the misfortune of running with a 16.2K GWF who was essentially worthless - but as a general rule, higher IL suggests better performance.
- Better performance means shorter run times. When I run with a random "high IL" group we usually complete ToNG in around 25 minutes. A "low-IL" group may take an hour or more. That's a big, big difference for people who don't have unlimited time to play.
Same applies to the "one DC" vs "two DCs" issue. My shortest run time (after bonding stone nerf) in a 2 DC group is 20 minutes, 24 seconds. My shortest run-time in a single-DC group is 29 minutes.When the game forces you to farm something, you want to complete it in the shortest possible time.
Discussing a harder version by running with a setup of 3-4 overrepresented and overpowered classes is no real base to improve this game.
[Pve_Dungeon] LF4M ToNG, x2 DC, OP, GF 15k exp