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Castle Never final boss - Legit kill video

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  • yargnityargnit Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    It's not really that hard to knock off mobs there. The challenge is in doing so in the quantity required to make the fight succeed. Also not pictured in this pull is the fact that players can very much be knocked off as well. And unless the mob is at say 5% or less when it happens it's going to be a wipe. Just because we didn't post video of all the times we ended up in the pit ourselves does t mean it totally does t go both ways.
  • samuraikingssamuraikings Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    yargnit wrote: »
    It's not really that hard to knock off mobs there. The challenge is in doing so in the quantity required to make the fight succeed. Also not pictured in this pull is the fact that players can very much be knocked off as well. And unless the mob is at say 5% or less when it happens it's going to be a wipe. Just because we didn't post video of all the times we ended up in the pit ourselves does t mean it totally does t go both ways.

    That doesn't mean it's supposed to be that way. There are so many bugs in this game it should be closed beta still. I think the last epic dungeon is lower on their list since the majority of the players haven't reached there yet.

    They had a class that was one-shotting bosses and soloing epics and let it do that for about a week or so, they have mixed priorities and take forever to fix them.

    I didn't pay attention to the fact they have guard rails, as someone else pointed out. You actually mention yourself that you have to wait until they are lifted up by but not inside the singularity to push them over. That is in no way a game mechanic. It's an exploit. A skillful one, sure, but still an exploit.

    This fight is basically Mad Dragon with gayer spawns. You are expected to round them up and AoE them to death imo. I haven't done this boss so I can't speak from experience, it could very well be impossible to do it the proper way and the dungeon could be imbalanced which is why you have to use exploits to beat it.

    No one is trying to say you guys didn't do a great job, just that the dungeon isn't in working order and this isn't how it's supposed to be done. Either way, they will probably comment on and fix it within 2 weeks and we will see. If they say this was intended then you have my future apology, but that is an extremely <font color="orange">HAMSTER</font> mechanic even if it is and Cryptic should be ashamed IF that is even the case. Hell, they should be ashamed for having this many bugs in the game WHILE having a cash shop running too.
    Foundry Name: "Wolframs Last Stand" (@Holythirst)
    Foundry Map: Blacklake District
    Type: Campaign, Story, Dungeon - 5 bosses, 1-2 players
    Current State: Version 2.2 is up. Full release. Try it with code below.

    Short Code: NW-DU2BES2WA
  • axer128axer128 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    sendrien wrote: »
    Normally, I would agree with you on this. But in the very SAME dungeon (Castle Never), there are locations with railings of similar height, where the very same technique is blocked by an invisible wall. If they were careful enough to put up invisible walls in locations where you are fighting nothing more than minions, I'm sure any omission in the final boss room must be intentional.

    I also want to point out that D&D 4th Edition, upon which Neverwinter is based, emphasizes knock-backs, repositioning, and other such moves quite heavily.

    Yea ran this tonight as well and to me it seems very clear they do want us to be able to knock stuff off, just not easily, thus the waist-high barriers. Regular run of the mill KBs wont work, but teamwork-double KBs will.

    I mean there are so many KB skills in the game, so many easily accessible instant death pits, the common champion enemies have an insane 350k hp ... And there are um, 2000+ of them, which you can't run by (without exploits).. So yea to do this the dps way is rather crazy. Seems very much intended imo.

    Teamwork being required is nice design really.

    And yea im a GF, our kbs not AOE, so yea 1 at at time, wizards are insanely better.

    Fronsurge knocks away - up to 3 targets, but its not upwards, thus it doesnt work there for anything but finishing off stuck on other side of walls.

    Me and a wiz did bull charge + shield tho, and indomitable + shield also works well.

    Also, that dungeon is INSANELY long...

    grats op.
    -Group tools in dire need of improvement, please read and reply to improve our community.
    -Epic Dread Vault Crushed.
    Characters (Dragon): Axer (60 Guardian, Leader of Crush It!), Controller (60 Wizard), Warlocker (60 Warlock)
  • axer128axer128 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    This fight is basically Mad Dragon with gayer spawns. You are expected to round them up and AoE them to death imo. I haven't done this boss so I can't speak from experience, it could very well be impossible to do it the proper way and the dungeon could be imbalanced which is why you have to use exploits to beat it.
    Not a possible thing imo. Some of the easier T2 dungeons thats not even possible (frozen heart being the most obvious) - and this is even more intense, they purposely overwhelm us with adds that we cannot dps through even in the ultimate dps groups. Seems clear they wanted us to find another way, and we did.

    Perhaps after they add more paragon paths and other things to increase player dps.. Atm, cant be done, max dps is very far behind being able to handle that kind of hitpoints at that kind of spawn rate.
    -Group tools in dire need of improvement, please read and reply to improve our community.
    -Epic Dread Vault Crushed.
    Characters (Dragon): Axer (60 Guardian, Leader of Crush It!), Controller (60 Wizard), Warlocker (60 Warlock)
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