Does it bother Cryptic that they have basically shut down both of these events? My alliance used to run these almost daily for influence and rewards, and now, none. I would be super curious to find out how many marauders get run weekly and if anyone still runs sieges?
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So no running.
Curious though, will try this weekend
Personally, I would like to see a few changes:
- The previously mentioned HP reduction of the catapults.
- Improved voucher drops for completion (green or blue vs white).
- Support for 2x Influence event. If not doubled (600 to 1200), then increased to 750 or 1000 during the event.
- Auto-deposit of supplies picked up from catapults/enemies. It can be very hard to get items dropped off to the stack sometimes, if the supplies were auto-deposited to the stack, that would fix that problem.
Thanks!The one I run for my guild has not failed so far, but we are usually 15+ people there and we only protect one supply site. Would take a huge amount of people to do all 3 supply sites.
I like the proposed changes by demenoss though.
Guild Leader
Neverwinter SOLO Alliance
Since the combat changes of mod 20 we have only been successful with more than 12 players and one gate. The April Fowls "Ring of Fowl Weather" artifact is almost mandatory on at least 4 players (due to the cooldown). The most difficult part is wave 4 when 5-7 of the group are killing the Catapults and the mobs begin to come from two portals at the same time. If they are not able to destroy the catapult in a few minutes, they are unable to come down and help defend the stockpile or chase escaping mobs with loot.
Currently (the past two month) there seems to be a delay between the end of phase 1 and the start of phase 2 with catapults. We wait around while the other two gates are depleted of their supplies before the phase begins. This is the only real 'delay' in the game where someone could change a loadout or pick up items dropped by escaping mobs and have the time to really return them to the main stack. Phase 5 often has a last giant mob or two that distracts the group and any loot dropped by the mobs is often not returned to the pile because picking it up is reminiscent of the old Jubilee Merchant Protection quest where your loot was under another players feet and when you clicked F you got to speak with them instead of picking up the loot (yes I know macros can fix that). The same thing often occurs with picking up the dropped loot, whether from the destroyed catapult or the fleeing mobs. Now that auto-run-over-and-pick-up works, it should be implemented for Marauders too.
12 players, if not high IL and totally familiar with the event, can be a real adrenaline pumper/Exciting.
The daily schedule of Marauders/Dragon Flight/Siege has been removed from the in game calendar for about 3 months not which is not at all helpful. We rely on in-game announcements and hour in advance of the event, or the Alliance website for scheduling purposes. The lack of schedule in game certainly makes participating in the events for new guilds/players very unpredictable/elusive.
I would also add that in our previous alliance (two years ago) we would run 'Naked Marauders' a few times a year where players would come equipped only with a weapon. This is now totally impossible to do because the combat changes rely on IL for damage rating rather than the damage specified on the weapon (we would not have enough damage to counter the Crit Avoidance and score a hit). Not critical, but a fun innovative playstyle gone the way of the Siege event (which requires the almost impossible massing of 30 players to work).
Guild Leader
Neverwinter SOLO Alliance