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Manycoins in need of overhaul

So after my first fail at a manycoins the other night, I decided to do a little research, and maybe this post belongs in Bug Reports but I'll start by posting here.
Manycoins needs reworking, badly. It is not something that the average player who queues for random intermediate can finish. I've run multiple runs with different toons, 18k HR, 20k cleric, 23k warlock, and never got better than bronze, if we even finished at all.
Assassin and shieldbreaker enemies have ridiculous damage output, and move way too quickly to get away from. Red areas are nearly impossible to avoid, too many of them, and they don't give you enough time to dodge out of them. The boss fight takes forever, and too many ads spawn in to where you can keep the damage focused on the boss, and there's red areas too often to stay healed. Way too many control effects.
This skirmish, as it is currently, belongs in the advanced queue, because even the 15-18k toons are struggling mightily with it. A full party of 20+k's could *probably* get a gold run, but considering this skirmish is the finale of a "leveling campaign" it is just ridiculously difficult, and the rewards are pretty meh. My two cents....

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  • cheesezombie#0603 cheesezombie Member Posts: 2 Arc User
    I concur.
    Every one I have gotten so far in random queue has been 5 DPS.
    It may be helpful to have a dedicated tank and healer required, but as you mentioned, burning the boss would take longer (his health was nerfed in today's patch though)

    Even if everyone stays together it is tough to avoid all of the damage and eventually everyone starts falling off.

    Illusionist Gambit had an even worse failure rate in the leveling queue.
    While trying to get my lock to 70 I would get that 9/10 times for a random leveling queue. Everyone would die, quickly, get the failure notification, collect the AD and EX and try again.
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