(btw idk if this is an exploit or bug so feel free to delete this if it is)
1.) Can be entered by increasing the number of players that can play them.
This will make the game more fun. Frankly a 5 man team isnt enough to clear dungeons like epic karrundax without using techniques to successfully finish dungeons. I think maximizing the number of players that can enter dungeons can remove these strategies and players can successfully complete epic dungeons in a natural manner.
-or-
2.) Nerf the Mobs so that a five man team can clear dungeons realistically and efficiently.
(btw idk if this is an exploit or bug so feel free to delete this if it is)
1.) can be entered by increasing the number of players that can play them
This will make the game more fun. Frankly a 5 man team isnt enough to clear dungeons like epic karrundax without using techniques to successfully finish dungeons. I think maximizing the number of players that can enter dungeons can remove these strategies and players can successfully complete epic dungeons in a natural manner.
-or-
2.) Nerf the Mobs so that a five man team can clear dungeons realistically and efficiently.
The problem, IMO, is that the game doesn't provide a smooth enough transition from T1s to T2s. In fact, I'd argue that some T1s can be more difficult than T2s.
Another part of the issue is that people think they can just queue into a dungeon and have everyone automatically know what to do. It is extremely rare that I queue on a team and have anyone even say "hello", much less discuss strategy.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
The problem, IMO, is that the game doesn't provide a smooth enough transition from T1s to T2s. In fact, I'd argue that some T1s can be more difficult than T2s.
I, agree.
Another part of the issue is that people think they can just queue into a dungeon and have everyone automatically know what to do. It is extremely rare that I queue on a team and have anyone even say "hello", much less discuss strategy.
I think adding more people in runs can solve this issue. More people means more people sharing ideas with one another. I also think pro players should have the incentive in teaching other new players what to do. Also,If an epic dungeon run can be changed in a way that no special tricks must be used when completing it, everyone particularly the new players will need less instructions.
first it would take admitting there was something wrong with the dungeons, which apparently they aren't willing to do as these mechanics and bugs/exploits have existed on live since beta.
i think their answer will be a merchant at the start of each dungeon where you can pay zen to spawn the DD chest at your feet.
I also think Experimenting on the number of players that can enter epic dungeons be planned and tested
By knowing the right numbers of players (5 or more) that will make epic runs virtually enjoyable and completed in a normal way(currently epic runs like karundax are very hard to complete w/o using certain techniques) the game would be more balanced and appealing.
A 5 man can clear a dungeon, it just takes patience and communication. You could increase the limit to ten and you would still have groups wipe. Why? Because they don't talk. I've run entire dungeons where I will have been the only person to say anything. Another problem is people will just quit in the middle of a dungeon, more people won't solve that. Plus with the way the current queue system works, you will sit around for long time before you would get a group together.
first it would take admitting there was something wrong with the dungeons, which apparently they aren't willing to do as these mechanics and bugs/exploits have existed on live since beta.
i think their answer will be a merchant at the start of each dungeon where you can pay zen to spawn the DD chest at your feet.
I think epic dungeons should be tested for its hardness by properly adjusting the number of players that can enter it.
I'm not saying making the runs very easy to complete but making it possible to complete runs in a normal way without using certain techniques to complete it
A 5 man can clear a dungeon, it just takes patience and communication. You could increase the limit to ten and you would still have groups wipe. Why? Because they don't talk. I've run entire dungeons where I will have been the only person to say anything. Another problem is people will just quit in the middle of a dungeon, more people won't solve that. Plus with the way the current queue system works, you will sit around for long time before you would get a group together.
I suggest fixing the current state of the queue system. I also believe that adding more players which can enter dungeons can increase communication in a good rate. More people = More possibility/percentage of people talking together.
I also think adding more people who can enter epics will reduce the rate of players quitting runs in the middle of the game. Why are players quitting the run in the middle of the game? It’s because they think that their run would fail. If you see your group mates constantly getting kicked in the head so bad. Will you continue playing? Whats the point in continuing playing if you know your group will fail. If you add more players in runs it will possibly have a positive impact on players not quitting the run in the middle of the game. Why? Higher chance of success rate in completing dungeons.
I have seen that sometimes that people quit because they feel party will fail. From my experience most people quit because the party is not moving fast/skipping enough.
chat tool is one of the worst one, is almost like you have to hit any keys and get chat open.
i prefer eq2's chat and asheron's call 2's chat format.
current chat take away from focus on what happening on screen when fighting. it very clumpsy and unfriendly.
due to i cant use ventrilo because i am deaf.
there need to have a quick chat format.
currently, my GF is at 56 lvl, so i dont know about 60 lvl epic dungeons yet.
look, if people cant grasp that it takes standing on the cap point to win at pvp, how would you expect them to be able to manage a dungeon.
It's fine to be new and inexperienced, but its not fine to not want to improve. DOnt know how many times i've tried to help someone, and they continue to do the same idiotic thing over an over and never say a word in chat. There are a lot of really bad players out there.
My groups with guild and friends , we run fast. Really fast. That is how we get a challenge. Mass pulls, soloing groups of mobs, etc. Whatever we can do to push the envelope. If we could, we would run with less then 5, to make it even more challenging. Every dungeon can be 4 manned farily easily, some 3 manned without a healer. This makes it more fun for us. Otherwise the dungeons arent really a challenge.
I think a lot of people dont understand that there is a whole other way to play then the usual pull one pack at a time and other "traditional" methods. You will be amazed at how better you get once you play outside the box.
look, if people cant grasp that it takes standing on the cap point to win at pvp, how would you expect them to be able to manage a dungeon.
It's fine to be new and inexperienced, but its not fine to not want to improve. DOnt know how many times i've tried to help someone, and they continue to do the same idiotic thing over an over and never respond. There are a lot of really bad players out there.
People each have unique attitudes. We should also be flexible in handling those kind of persons. It will also widen our social skills when it comes in real life
My groups with guild and friends , we run fast. Really fast. That is how we get a challenge. Mass pulls, soloing groups of mobs, etc. Whatever we can do to push the envelope. If we could, we would run with less then 5, to make it even more challenging. Every dungeon can be 4 manned farily easily, some 3 manned without a healer. This makes it more fun for us. Otherwise the dungeons arent really a challenge.
I think a lot of people dont understand that there is a whole other way to play then the usual pull one pack at a time and other "traditional" methods. You will be amazed at how better you get once you play outside the box.
well obviously we dont start them that way as queue doesnt allow it. But people get dc'd or have to leave occasionaly for whatever reason, and we continue on. But we are very experienced and are well geared... i'm sure we wouldnt be able without the experience.. i'm not sure about the gear. Thats an idea tho.. running it in green gear
well obviously we dont start them that way as queue doesnt allow it. But people get dc'd or have to leave occasionaly for whatever reason, and we continue on. But we are very experienced and are well geared... i'm sure we wouldnt be able without the experience.. i'm not sure about the gear. Thats an idea tho.. running it in green gear
Have you thought about people who have average GS in game, just starting out after level 60 or don’t have zen to buy potions, scrolls etc? If a 5 man party with an average GS went inside an epic run. Ask this question: "Will they manage to finish it?" The answer is probably "NO"
Then consider this situation, “If a 10 man party with an average rating of GS entered an epic dungeon would they be able to finish the run?" The answer is, "Possibly"
But people get dc'd or have to leave occasionaly for whatever reason, and we continue on.
I also think that the queue system be reorganized and polished to compensate people from being kicked or leaving the games without reasons.
Have you thought about people who have average GS in game, just starting out after level 60 or don’t have zen to buy potions, scrolls etc? If a 5 man party with an average GS went inside an epic run. Ask this question: "Will they manage to finish it?" The answer is probably "NO"
You people keep forgeting that ALL players start at level 1, we all did T1 dungeons with blues like everyone else... Well maybe not all coz u can get AD with ZEN but in my case i never spent any money on ZEN yet.
This is an action oriented game so if you have the skill u can run everything with low GS, im not saying GS doesnt help... yes it helps a lot but people need to learn the game first, then u grab ur epic loot.
Me and my party also did some T2 with 3-4 guys, it takes more time, more pot, more kits, more of everuthing.. even more fun :P
This is an action oriented game so if you have the skill u can run everything with low GS, im not saying GS doesnt help... yes it helps a lot but people need to learn the game first, then u grab ur epic loot.
Me and my party also did some T2 with 3-4 guys, it takes more time, more pot, more kits, more of everuthing.. even more fun :P
<please delete this if this is an exploit or bug>
You did full epic runs like karrundax normally without using other tactics like skipping mobs, dying on purpose or going to peak areas so that the mobs cant hit you back?
You did full epic runs like karrundax normally without using other tactics like skipping mobs, dying on purpose or going to peak areas so that the mobs cant hit you back?
Yes i did all epic T1/T2/CN/MC dungeons without using any exploits. Theres some groups of mobs in karrundax that can be passed and i ussually pass them not because they are hard, is just to save some time (for me, skipping group of mobs is not an exploit if u are not using graphic bugs... AT ALL).
Although i must admite 1st and 2nd karrundax bosses are ALOT harder than the final dragon boss. If u want some tips, put GF and CW kitting/controling the adds and let ur TR/GWF dps the boss in the other area of the room while ur cleric is trying to heal both groups... and make sure u use alot of pots and dodge the red splats as possible u can, also dont play DPS runs with enyone... u can have more dps than me but if at the end u died 20 times then u were not helping at all...
Yes i did all epic T1/T2/CN/MC dungeons without using any exploits. Theres some groups of mobs in karrundax that can be passed and i ussually pass them not because they are hard, is just to save some time (for me, skipping group of mobs is not an exploit if u are not using graphic bugs... AT ALL).
Although i must admite 1st and 2nd karrundax bosses are ALOT harder than the final dragon boss. If u want some tips, put GF and CW kitting/controling the adds and let ur TR/GWF dps the boss in the other area of the room while ur cleric is trying to heal both groups... and make sure u use alot of pots and dodge the red splats as possible u can, also dont play DPS runs with enyone... u can have more dps than me but if at the end u died 20 times then u were not helping at all...
Did your party buy any items from the zen market like pots or scrolls to complete the dungeon?
Honestly if the damage was tuned down in epics, as well as less adds in the boss fights (or a limit to how many can be up at once) and no CC immune mobs as adds.... except maybe one up at a time.
Also increasing the party size would be nice and encourage the inclusion of all classes more.
Personally I've found it easier to get my pvp gear first. Mad dragon and gray wolf are pretty **** hard even with decent gear, let alone someone without a full set which is what you should be doing if you're aiming for t1 gear... Temple of the spider is also confusing, you have the dungeon which is very manageable until you get to the last boss which seems to be insane, it doesn't really make sense having a massive change like that. Also there are times where there's just so many adds that it can be pretty hard to manage, the 2nd karrundax epic boss in particular.
Did your party buy any items from the zen market like pots or scrolls to complete the dungeon?
Pots and Scrolls exist if you want to solo or 2 man stuff, nothing else is hard enough to need a DC if you're using the right spec and have patience, except for the couple pulls in CN/MC where you have a half dozen un-controllable mobs that can 1-shot you without using a red-zone attack.
4-man Karru without DC is a joke though, I don't care how much you dodge, floor of red is going to kill your melee.
Personally I've found it easier to get my pvp gear first. Mad dragon and gray wolf are pretty **** hard even with decent gear, let alone someone without a full set which is what you should be doing if you're aiming for t1 gear... Temple of the spider is also confusing, you have the dungeon which is very manageable until you get to the last boss which seems to be insane, it doesn't really make sense having a massive change like that. Also there are times where there's just so many adds that it can be pretty hard to manage, the 2nd karrundax epic boss in particular.
I think epic dungeons should be more rebalanced. Either by adding more player w/c can enter the dungeons, various nerfing in mobs, or other options, opinons suggested by players etc.
(btw idk if this is an exploit or bug so feel free to delete this if it is)
1.) Can be entered by increasing the number of players that can play them.
This will make the game more fun. Frankly a 5 man team isnt enough to clear dungeons like epic karrundax without using techniques to successfully finish dungeons. I think maximizing the number of players that can enter dungeons can remove these strategies and players can successfully complete epic dungeons in a natural manner.
-or-
2.) Nerf the Mobs so that a five man team can clear dungeons realistically and efficiently.
What? What? A good and coordinated party can clear all istances without exploits!
Words are like arrows. Once loosed, you cannot call them back
Pots and Scrolls exist if you want to solo or 2 man stuff, nothing else is hard enough to need a DC if you're using the right spec and have patience, except for the couple pulls in CN/MC where you have a half dozen un-controllable mobs that can 1-shot you without using a red-zone attack.
4-man Karru without DC is a joke though, I don't care how much you dodge, floor of red is going to kill your melee.
I know that buying scrolls and pots is in the zen market is completely optional. But I think that having more space for people to join in epic runs is beneficial. Ex: 2 DC + 3TR + some cw,gwf (etc...) would make healing + damage much faster. Additionally players can make adjustments in the number of pots/scrolls that you would use. Thus saving them gold, zen, or astral diamonds.
Additionally, having more people who can enter a certain dungeon can have the option in playing around with different classes w/c they want to be in their team. If they want more potent healing then they can put up 2 or 3 slots for DC. Also, If they want more pure melee damage they can put 3 TR in a team or mix TR's with GWF's. Additionally, throw in some CW + GF to make the party more fortified.
Although as i mentioned earlier, Increasing the number of people who can enter epic instances must be tested first before implemented.
What? What? A good and coordinated party can clear all istances without exploits!
What for example if a certain gamer used up the queue system? Generally he doesnt know the capability of the team hes currently in and probably the team is disorganized.
What if he/she doesnt have a friend, guild mate currently available in the vicinity to play the game? And then he/she want to do a certain dungeon? Whom shall he/she come to?
I think that adding more persons whom can enter epics can compensate with this set up idealistically. This can make up for people starting up after level 60 and building their item builds. More person in the party means more strategy for players to play against monsters.
Queue system to make a party is useless, use the LFG chat.
In order to be coordinate puggers need to learn to communicate with the party.
Imo The poor quality of the average player does not justify a request for reduced difficulty
Words are like arrows. Once loosed, you cannot call them back
Queue system to make a party is useless, use the LFG chat.
In order to be coordinate puggers need to learn to communicate with the party.
Imo The poor quality of the average player does not justify a request for reduced difficulty
Im not implying to change the current system because of , "The poor quality of the average player". Read the earlier posts. Some of the reasons is the abuse of exploits in epic runs. etc.
Comments
The problem, IMO, is that the game doesn't provide a smooth enough transition from T1s to T2s. In fact, I'd argue that some T1s can be more difficult than T2s.
Another part of the issue is that people think they can just queue into a dungeon and have everyone automatically know what to do. It is extremely rare that I queue on a team and have anyone even say "hello", much less discuss strategy.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
i think their answer will be a merchant at the start of each dungeon where you can pay zen to spawn the DD chest at your feet.
By knowing the right numbers of players (5 or more) that will make epic runs virtually enjoyable and completed in a normal way(currently epic runs like karundax are very hard to complete w/o using certain techniques) the game would be more balanced and appealing.
I think epic dungeons should be tested for its hardness by properly adjusting the number of players that can enter it.
I'm not saying making the runs very easy to complete but making it possible to complete runs in a normal way without using certain techniques to complete it
I suggest fixing the current state of the queue system. I also believe that adding more players which can enter dungeons can increase communication in a good rate. More people = More possibility/percentage of people talking together.
I also think adding more people who can enter epics will reduce the rate of players quitting runs in the middle of the game. Why are players quitting the run in the middle of the game? It’s because they think that their run would fail. If you see your group mates constantly getting kicked in the head so bad. Will you continue playing? Whats the point in continuing playing if you know your group will fail. If you add more players in runs it will possibly have a positive impact on players not quitting the run in the middle of the game. Why? Higher chance of success rate in completing dungeons.
chat tool is one of the worst one, is almost like you have to hit any keys and get chat open.
i prefer eq2's chat and asheron's call 2's chat format.
current chat take away from focus on what happening on screen when fighting. it very clumpsy and unfriendly.
due to i cant use ventrilo because i am deaf.
there need to have a quick chat format.
currently, my GF is at 56 lvl, so i dont know about 60 lvl epic dungeons yet.
It's fine to be new and inexperienced, but its not fine to not want to improve. DOnt know how many times i've tried to help someone, and they continue to do the same idiotic thing over an over and never say a word in chat. There are a lot of really bad players out there.
My groups with guild and friends , we run fast. Really fast. That is how we get a challenge. Mass pulls, soloing groups of mobs, etc. Whatever we can do to push the envelope. If we could, we would run with less then 5, to make it even more challenging. Every dungeon can be 4 manned farily easily, some 3 manned without a healer. This makes it more fun for us. Otherwise the dungeons arent really a challenge.
I think a lot of people dont understand that there is a whole other way to play then the usual pull one pack at a time and other "traditional" methods. You will be amazed at how better you get once you play outside the box.
People each have unique attitudes. We should also be flexible in handling those kind of persons. It will also widen our social skills when it comes in real life
you do 3 -4 man on epics?
well obviously we dont start them that way as queue doesnt allow it. But people get dc'd or have to leave occasionaly for whatever reason, and we continue on. But we are very experienced and are well geared... i'm sure we wouldnt be able without the experience.. i'm not sure about the gear. Thats an idea tho.. running it in green gear
Then consider this situation, “If a 10 man party with an average rating of GS entered an epic dungeon would they be able to finish the run?" The answer is, "Possibly"
I also think that the queue system be reorganized and polished to compensate people from being kicked or leaving the games without reasons.
You people keep forgeting that ALL players start at level 1, we all did T1 dungeons with blues like everyone else... Well maybe not all coz u can get AD with ZEN but in my case i never spent any money on ZEN yet.
This is an action oriented game so if you have the skill u can run everything with low GS, im not saying GS doesnt help... yes it helps a lot but people need to learn the game first, then u grab ur epic loot.
Me and my party also did some T2 with 3-4 guys, it takes more time, more pot, more kits, more of everuthing.. even more fun :P
<please delete this if this is an exploit or bug>
You did full epic runs like karrundax normally without using other tactics like skipping mobs, dying on purpose or going to peak areas so that the mobs cant hit you back?
Yes i did all epic T1/T2/CN/MC dungeons without using any exploits. Theres some groups of mobs in karrundax that can be passed and i ussually pass them not because they are hard, is just to save some time (for me, skipping group of mobs is not an exploit if u are not using graphic bugs... AT ALL).
Although i must admite 1st and 2nd karrundax bosses are ALOT harder than the final dragon boss. If u want some tips, put GF and CW kitting/controling the adds and let ur TR/GWF dps the boss in the other area of the room while ur cleric is trying to heal both groups... and make sure u use alot of pots and dodge the red splats as possible u can, also dont play DPS runs with enyone... u can have more dps than me but if at the end u died 20 times then u were not helping at all...
Also increasing the party size would be nice and encourage the inclusion of all classes more.
Pots and Scrolls exist if you want to solo or 2 man stuff, nothing else is hard enough to need a DC if you're using the right spec and have patience, except for the couple pulls in CN/MC where you have a half dozen un-controllable mobs that can 1-shot you without using a red-zone attack.
4-man Karru without DC is a joke though, I don't care how much you dodge, floor of red is going to kill your melee.
I think epic dungeons should be more rebalanced. Either by adding more player w/c can enter the dungeons, various nerfing in mobs, or other options, opinons suggested by players etc.
What? What? A good and coordinated party can clear all istances without exploits!
I know that buying scrolls and pots is in the zen market is completely optional. But I think that having more space for people to join in epic runs is beneficial. Ex: 2 DC + 3TR + some cw,gwf (etc...) would make healing + damage much faster. Additionally players can make adjustments in the number of pots/scrolls that you would use. Thus saving them gold, zen, or astral diamonds.
Additionally, having more people who can enter a certain dungeon can have the option in playing around with different classes w/c they want to be in their team. If they want more potent healing then they can put up 2 or 3 slots for DC. Also, If they want more pure melee damage they can put 3 TR in a team or mix TR's with GWF's. Additionally, throw in some CW + GF to make the party more fortified.
Although as i mentioned earlier, Increasing the number of people who can enter epic instances must be tested first before implemented.
What for example if a certain gamer used up the queue system? Generally he doesnt know the capability of the team hes currently in and probably the team is disorganized.
What if he/she doesnt have a friend, guild mate currently available in the vicinity to play the game? And then he/she want to do a certain dungeon? Whom shall he/she come to?
I think that adding more persons whom can enter epics can compensate with this set up idealistically. This can make up for people starting up after level 60 and building their item builds. More person in the party means more strategy for players to play against monsters.
In order to be coordinate puggers need to learn to communicate with the party.
Imo The poor quality of the average player does not justify a request for reduced difficulty
Im not implying to change the current system because of , "The poor quality of the average player". Read the earlier posts. Some of the reasons is the abuse of exploits in epic runs. etc.
Allowing more people to join an instance will simply mean...more people speedrunning at the same time.