We're going to open up the new trial for anyone to queue into for a brief window. The trial will be made available for testing for a limited period of time starting on Friday (12/17) at 5:00pm PT ending on Monday (12/20) at 10:00am PT. If you wish to try your hand at the trial, I recommend gathering your buddies and giving it a shot. Please post your feedback here!
-Neverwinter Systems Designer
3
Comments
It's mainly because a lot of us won't be here for the holiday to tend to things. We'll probably open it up again when we come back, if the feedback demands changes that we would want further testing on.
The intent of Preview is to ensure we have a good experience that is ready for launch. In past previews for Dungeons & Trials we started getting significant diminishing returns on feedback after the first week or so and Preview just turned into a place where teams would refine their strategy for the launch. This situation lessened the excitement of the launch and ensuing period of exploration and experimentation for players that don't wish to participate in Preview.
Our aim is to preserve the excitement of the launch while still getting the necessary testing to iron out any issues.
you are a heartless developer! and you are so cruel that you answered me! ahahhahahahha
Joke aside, there are so many players who want to try this content.
Many work, even and especially on weekends (me too RIP) but, just because there are holidays soon (so many more players with more free time) I was a bit bewildered by the limited time.
I hope you will be able to open more slots in the future for us players, in order to test, give feedback, and help and to give us the chance to see the new content that we have been waiting for almost a year.
Also thanks you @lassor for your reply! Understable!
Thanks so much for your work and you answers! Really appreciate!
Good work!
Why so short time to try? Not anyone play the game 24/7! Someone has a family, job or other things to do!!! What you are doing is not fair to players! Open trial for all hollidays, go to christmas tree for a little weekend and get back learn player's feedback! Over such a long period, there will be more time for players to find errors and report them. Where have you taken your prudence?
So I strongly hope that the team will take this to heart and make some changes to make it more challenging. This Trial should prioritize actual endgamers to keep them interested in the game. If anything make this a regular trial like Demogorgon level and have a master version that's more challenging that drops specific endgame gear.
When a 7 man decent ish team without preperations can gothrough mulitple phases on day one. They literally started saying were not running serious right now and they did first phase 🤣🤦 What will a 10man group with "maxed" out toons. Debuffs, mounts and companions sorted do? How long will that keep endgame players running it. Unless you start paying us to run it. Tomm is still the hardest content to date and myself and others got 1000+ completed runs. We need a new endgame trial not baby zc level trial. We have done 4man tomm, no heal, solo heals, solo tanks, solo heal zc, no heal zc and ppl run with less dps just to make it harder. What more can you do with current easy trials.
I think ppl being on preview and their toons often being a lot better geared then on luve plays a role it it being completed that far that fast
And i feel like the mechanics are a bit to simple, increasing the hp pool or the dmg they do defenetly won't make it more fun to run.
In the first fase the dps just wack the boss and move away from it if the red circles come, if they have their eyes open they can see the minions spawn and can kill em in time, nothing more really too it, the second half is pretty much the same but with a smaller arena.
There are too few mechanics and none of em are something that hasn't been done before in other content
- some red AOEs (spread) can appear and will one-shot people
- sometimes, the boss was not present on the platform after crossing this portal
Also, sometimes people have a hard time activating one of the grapplesI hope the devs just use this weekend to figure out the bugs. And leave the scaling of it alone until more people have been able to try it. Decisions on difficulty shouldn't be based on feedback from people who have only watched a stream. Get in there, survive and beat it then tell me it's too easy. As it is, a majority of the player base will not be able to complete it. It will very much be something that is only for the top players who have put in time to get their stuff upgraded.
So we take down this after 3 trys
We shouldnt be able to take down this after 13 hours' release.
Tomm takes many times and zariel for 1 week. .
Ok we are veterans and my group was very ready for this trials but for us this trials have not not enough mechanics.
General feedback
Make the dragon more tiny pls because it is boring to want to hit a mobs or valindra (if u are the tank ) and we hit the dragon
My Feedback about mechanic
For P1
Add a raid burster like superstorm in tomm/ whitenoise like in Zariel.
This mechanic force player to play with strong healer and plays with protection because at the moment we just run full dps and try to clean it faster.
Increase HP for the Boss
Because they have to do mechanics.
Atm good group can dodge mobs phase can if you add some mechanics, so some good group can dodge mechanics.
Add hypothermia still in the optimal to force the group to play protection
Mobs phase is a good idea
We need a mechanic which gives a debuff if failed like in tomm with charge.
it Can be
To add more mechanics why not the dragon flying at every 20-25% and create a red aoe like in Malabog Castle and a mob phase.
A mechanic i liked in Vos it is the black link in the 1st boss
So we can create a mechanic where the 2nd tank have to intercept a ball from valindra and if this balls touch a dps that kill him and blew up can deal damage to the close teammate.
For P2
Add more time to the timer because sometime we cannot target the post for the grapple
For P3
I couldn't see this mechanic but I think this mecanic exists if Valindra and the dragon are close together. Valindra gives protection to the dragon or reflects him dmg.
Increase mobs dmg to make ppl focus on them and the tank have to him jobs tank them
Like P1 add raid burster, add a debuff mechanic if failed.
For P4
This good for me
Atm have no idea how improve it
For P5
Decrease boss Hp
In your completed run this phase 5 took 10 min to be finish
So 2 choices for me decrease hp from this phase or increase boss hp for P1/P3/P4
I prefere decrease this phase because this trial is for 50k players so if the boss has a lot of hp it will be a very long fight.
If u want this phase as a dps check
In the dragon buff about the push more far, just give a dmg buff too
Like P1 add raid burster, add a debuff mechanic if failed, and if the buff is a dmg buff than makes the raid burster for harder to tank
I did it as solo tank
So for this part, it is better the dragon need to fly away less time and be more time in the in ground because it give more time for this phase because they will get him slack slower (good if some player have a smaller dps) and the tank can get more than 3 dot’s stack beacause in my try i didnt take more than 3 stacks and it is easy to tank it
Increase mobs dmg and hp to made a job for the 2nd tank and force the 2nd to tank mobs and the main tank tank the mobs and boss
Like i said in P1, why not create a "black link" mechanic which target a dps and the 2nd tank have to intercept it.
In loot part
I know weapons arent available in the trials but the loot are the same in tomm/ zariel outdated gear.
For me it is a mistake we saw what happened in zariel and if we have no loot no ppl will run this instance, and it very sad.
I have no idea if some loot are planned and a loot for a deathless run
Atm my group we will try to make a deathless run.
Last feedback
Maybe create a master version like bbz and master zariel for make a huge challenge for veteran and lets this 50k version for mostly player
So the first 10 seconds of the trial are fine, but once the supports spawn things start going downhill. First run of supports goes well sometimes, unless they spawn in the purple smoke zones. They should *not* spawn in those zones at all, as they're impossible to DPS in there, and we should not have the spread mechanic while supports are up. From the second round of supports on, things get even worse: they seem to take less damage, they DOT for way more, and they spawn way too quickly after the previous wave. We managed to DPS the dracolich itself for 10 seconds (the first 10 seconds) and then went on and on and on killing supports, until the one in a purple smoke zone gets us all.
Do not listen to Crusaders or other 0.1% - this is just stupid. Give them the option to clear on K-team if they want.
Update
The supports should not spawn in miasma, and the miasma spread mechanic should not be up while supports are up. Otherwise, this is really more like a skirmish than a trial - it is reminiscent of Dread Legion, with just more people involved. You could scale it back to 5 people and have a very succesful skirmish.
The bosses are huge HP bags, and they pummel you about as much as one would expect from a trial that has a higher IL requirement than ZCM. Otherwise, we have a spread mechanic, and a kill these things in a certain order series of mechanics.
I think the cause of all the fuss - people with high dps can melt through the sacks of HP without much difficulty. There is not much to learn and practice otherwise. You have delivered a very solid piece of hack and slash content - it is gorgeous, well executed (except for the broken miasma, as above, but also when it follows you out of the arena to camp?), adds a nice conclusion to the main story-line of the game, has a nice gimmick, etcetc. Ticks the right boxes.
Except, people have been asking for a piece of content that shows skill. There's a reason people compare it to TOMM and ZCM. It is the same reason why ZCM is considered worse than TOMM, even though Zariel has a bigger HP sack and hits harder. There is a lack of puzzle-like mechanics: no save artis for raid buster, no group for hypo but spread right after, no remembering boss' last position to not die when (s)he enters the arena, no minions who reflect trial mechanics (all the supports do is indiscriminately DOT, which is p boring and not fun), etc etc. This sort of guide will never be necessary for this trial.
If you are looking at keeping it as a trial (not skirmish) then it needs to be taken down a peg in terms of health of enemies and damage taken by players. This is a casual trial, similar in the way it works to Tiamat, or Svardborg. It is easier on mechanics than Cradle and on par with Demo. It is not a successor to TOMM or ZCM.
The people who expect a new endgame trial like TOMM will be disappointed with how easy this is mechanically. The people looking for new Demo will be put off by the amount of HP everything has, and the nondiscriminatory DOTs coming from nowhere. But for crying out loud, everyone will be if the loot is padded with blackened-jaw like gear. Honestly, an empty chest is better (think Demo).