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Epic Dungeons should be reengineered

railakrailak Member Posts: 132 Arc User
edited September 2013 in General Discussion (PC)
I propose that epic dungeons :


(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.
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  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited September 2013
    railak wrote: »
    I propose that epic dungeons :


    (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.
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  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    bioshrike wrote: »
    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.
  • bubba1966bubba1966 Member Posts: 174 Bounty Hunter
    edited September 2013
    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.
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    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.
  • ordensmarschallordensmarschall Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,060 Bounty Hunter
    edited September 2013
    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.
    [SIGPIC][/SIGPIC]
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    bubba1966 wrote: »
    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
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    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.
  • killergilnyc1killergilnyc1 Member Posts: 175 Arc User
    edited September 2013
    It should be 6 player parties,
  • ordensmarschallordensmarschall Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,060 Bounty Hunter
    edited September 2013
    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.
    [SIGPIC][/SIGPIC]
  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    edited September 2013
    having chat and all that mousing and clickings.

    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.
  • bubba1966bubba1966 Member Posts: 174 Bounty Hunter
    edited September 2013
    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.
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    bubba1966 wrote: »
    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 =)
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    bubba1966 wrote: »
    l

    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.

    you do 3 -4 man on epics?
  • bubba1966bubba1966 Member Posts: 174 Bounty Hunter
    edited September 2013
    railak wrote: »
    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 :)
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    bubba1966 wrote: »
    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.
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited September 2013
    railak wrote: »
    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
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    macabrivs wrote: »

    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?
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited September 2013
    railak wrote: »
    <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... :/
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    macabrivs wrote: »
    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?
  • bubba1966bubba1966 Member Posts: 174 Bounty Hunter
    edited September 2013
    the two karrundax bosses, if your party has high enough dps you can just zerg the boss. usually only one or two survive, but a win is a win.
  • faeriestormfaeriestorm Member Posts: 460 Bounty Hunter
    edited September 2013
    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.
    [SIGPIC][/SIGPIC]
  • frishterfrishter Member Posts: 3,522 Arc User
    edited September 2013
    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.
  • elderoflegendelderoflegend Member Posts: 4 Arc User
    edited September 2013
    railak wrote: »
    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.
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    frishter wrote: »
    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.
  • nymerosnymeros Member Posts: 72 Arc User
    edited September 2013
    railak wrote: »
    I propose that epic dungeons :


    (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
    Co-Leader of G r A v i t y X G a m e - Founder of the 1st Legit LFG and member of NW_Legit_Community
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    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.
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    nymeros wrote: »
    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.
  • nymerosnymeros Member Posts: 72 Arc User
    edited September 2013
    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
    Co-Leader of G r A v i t y X G a m e - Founder of the 1st Legit LFG and member of NW_Legit_Community
  • railakrailak Member Posts: 132 Arc User
    edited September 2013
    nymeros wrote: »
    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.
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited September 2013
    That...is unlikely to change. People don't generally exploit because they can't do the content, they do it because it's tons faster.

    Allowing more people to join an instance will simply mean...more people speedrunning at the same time.
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