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Can we get solo-versions of the dungeons?

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  • trapublicantrapublican Member Posts: 206 Bounty Hunter
    edited January 2014
    Gotta love these people who have a poor understanding of what separates a successful MMO from one that fades out in a few years. Making everything require a group (especially in a game full of cretins like this one) is a great way to quickly reduce your playerbase and cause your game to belly up.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited January 2014
    Gotta love these people who have a poor understanding of what separates a successful MMO from one that fades out in a few years. Making everything require a group (especially in a game full of cretins like this one) is a great way to quickly reduce your playerbase and cause your game to belly up.

    This is just name calling. And extremely flawed. It's the same kind of reasoning that makes agorophobics afraid of leaving the house.
  • trapublicantrapublican Member Posts: 206 Bounty Hunter
    edited January 2014
    charononus wrote: »
    This is just name calling. And extremely flawed. It's the same kind of reasoning that makes agorophobics afraid of leaving the house.

    Instead we should go with your ideas that just make it so solo players get the shaft right?

    Look at every successfull MMO ever, they all added more solo content to maintain and/or grow their playerbase.

    I don't care if people want to group, they can do that to their hearts content, but to completely neglect the solo player (and to advocate doing it as you have multiple times) is absolutely ridiculous.
  • ladymythosladymythos Member, Neverwinter Knight of the Feywild Users Posts: 637 Bounty Hunter
    edited January 2014
    maerwin wrote: »
    A big 'no' for me.
    It's already hard for me to find a group for the dungeons I want to run. If half of those players start soloing their dungeons instead (and that will happen), it will be pretty much impossible for me to get a good group. And if I want to play a solo game, there are much better choices out there than Neverwinter.
    You are missing the point. Having solo-versions of the dungeons isn't any different than having skirmishes. Why is forcing us to run a skirmish three times every single day perfectly fine, but letting us run a solo-dungeon is not? It's not the same dungeon as the epic ones. It's an easier dungeon with worse rewards. Blues? Greens? It doesn't matter. It's not as good as the reward for epic dungeons, as you don't need it to do these dungeons. For that matter, you'll probably outlevel it quickly anyway if you do the regular dungeons, making these dungeons pointless for people who play epic dungeons a lot. But we who prefer to go solo will have the option.
    kap273 wrote: »
    If the solo instances didn't award the same gear as group instances, instead offered nothing higher than blues
    I'll be happy with transmute-rewards only, for that matter. Think about the first CTF. I spent a lot of time doing it over and over, just so I could get shiny new weapons for all my characters - despite the fact the weapons were HAMSTER. But they were free to transmute, so my TR now has two Orc-axes instead of just daggers. It's a cosmetic change only, but awesome. :)
    kattefjaes wrote: »
    Oh, a thousand times time, what he said, uh-huh, roger that (etc.).
    Sigh... again, we already have a group-version. It's called the normal Normal and Epic dungeons. The solo-dungeons are not new dungeons. They are new versions of dungeons that already exist. Why is this so hard to understand?
    If you like PvE, the game is effectively dead outside of DDs right now. This is an MMO, that second "M" is essential to the entire enterprise. People who opt to play an MMO and start complaining about the lack of solo content are missing the point in an astoundingly comprehensive manner. Pick up a GOTY Skyrim/Oblivion and lose yourself in the wonderful DLCs if that's what you want. Complaining that an MMO doesn't pander to your single player urges is a bit like going to a stationers and complaining that they don't stock enough strawberries.
    The seoncd M in MMO means multiplayer, yes. But who ever said the second M is a requirement for every part of the game? The "multiplayer"-bit only means there are other players around. It doesn't say anything about forcing us to group with other people just to justify the name MMO. Are you suggesting we should have every single quest group-only too? What about crafting? Player housing, if they ever release it? If you to go Protector's Enclave, you'll see dozens and dozens of other players. That's "multiplayer" right there.
    This game needs more fun multiplayer content, not less.
    Couldn't agree more. But more multiplayer-content doesn't rule out more solo-content. The first solo-dungeons will just be new versions of the ones we already have (and maybe not even all of them), but as we get new group-dungeons, we can get solo-versions of them too. That way we get more multiplayer-content and more solo-content at once. EVeryone happy with that, right? :)
  • nanners#9564 nanners Member Posts: 64 Arc User
    edited January 2014
    +1 for OP!

    I have brought up the same topic before about solo option, I'm still waiting for updates regarding it, hopefully they will consider it soon.
    sominator wrote: »
    Cool idea! I'm not sure about how feasible it is but will bring it up for discussion.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited January 2014
    ladymythos wrote: »
    Couldn't agree more. But more multiplayer-content doesn't rule out more solo-content. The first solo-dungeons will just be new versions of the ones we already have (and maybe not even all of them), but as we get new group-dungeons, we can get solo-versions of them too. That way we get more multiplayer-content and more solo-content at once. EVeryone happy with that, right? :)
    Here's the problem let's use module 2 as an example.
    1 solo adventure zone
    3 solo dungeons (called lairs)
    1 group skirmish
    1 group dungeon
    1 solo grind campaign

    Looks like those that like group content massively lose in this game. So yes we're angry about it. No raids and almost no development of content does that.
  • surrencysurrency Member Posts: 0 Arc User
    edited January 2014
    Definitely like this idea - especially if you could do it at any level and it gave you the achievement if you missed out originally due to level caps. There are a lot of dungeons I'd love to just explore but most groups are just want to go from boss to boss as quickly as possible.
  • kap273kap273 Member Posts: 28 Arc User
    edited January 2014
    oroness wrote: »
    Many mmos have solo versions of their content and yet they are still mmos.
    There's a big misconception related to the mmos. It is not required to constantly group in a mmo, just fyi.

    It's not required to group but the de-emphasis on grouping that has been happening in MMOs in the past five years is exactly what is hurting MMOs. Game communities used to be much more friendly and helpful; now people just want to run in and get their rewards. It is bad enough that the random groupis barely talk to each other, making things even more solo-focused isn't a good idea. I'm all for more things for players to do, but the whole entire point of a dungeon is for a team, since D&D first began.
  • ordensmarschallordensmarschall Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,060 Bounty Hunter
    edited January 2014
    So, we are taking a stand against more solo experiences in this game because it is a "Multiplayer" game? Let's think about how multiplayer this game really is.
    You are excluded from multiplayer if you don't have XX+ gearscore, you don't have a stone, you are the wrong class, you don't have the "right" powers. This is from other players that here supposedly here for the "multiplayer", as long as you conform.

    Guilds are no great solution. You have guilds that are set up for "experienced" players only, guilds that only last for about 6 weeks, guilds where no one talks or plays together, for profit only guilds. There are very few guilds around that actually embrace a multiplayer let's play the game concept. Unless you know where to look, or have the patience to find one that works for you, many sour on this option quickly. Again it's the players that here supposedly here for the "multiplayer" that are exclusionary not the game.

    PUGS. We all know the issues here. Queue system is bad, but what happens after you are queued rests all at the feet of the players.

    Chat. Not very multiplayer either with so many people having zone, LFG, and trade channels turned off due to the trolling. You might as well be doing the dungeons solo for all of the social interaction that occurs in this "multiplayer" environment. You can't even get a response from players when trying to make a plan for the final boss. Most end up being 5 "soloist" going in, wiping and rage quitting. Zone chat, I can't blame people for turning that off, for every legitimate question asked there are 5 troll responses and rarely a true answer. Again it's the players that here supposedly here for the "multiplayer" that are making more people want to stay solo.

    Even in guilds nobody wants to actually explore the dungeons that are made, it is all about getting to the boss as fast as possible. Going through a dungeon and everybody turns right, so I ask what is to the left, response "Waste of time".
    Have you ever gone that way? No.
    How many times have been through the dungeon? 30
    So how (do you know?).... then having to run to catch up because they already 2 hallways further.
    Why should the Devs waste their time making interesting dungeons when no one seems to care about it anyway? Running the dungeon solo I actually get to see the work the Devs put into the dungeon. Rarely when in a group, and that only after spending a good amount of time trying to put one together.

    Simply put this is one of the most unsociable "multiplayer" games I have played. You really have to have some patience to bother to try to actually find some people that will play this game in a "multiplayer" style. So I totally sympathize with the OP, but I won't go so far as to ask for soloable epic level dungeons, as when you do find a good group the multiplayer aspect of dungeoneering is really fun.
    [SIGPIC][/SIGPIC]
  • ladymythosladymythos Member, Neverwinter Knight of the Feywild Users Posts: 637 Bounty Hunter
    edited January 2014
    charononus wrote: »
    Here's the problem let's use module 2 as an example.
    1 solo adventure zone
    3 solo dungeons (called lairs)
    1 group skirmish
    1 group dungeon
    1 solo grind campaign

    Looks like those that like group content massively lose in this game. So yes we're angry about it. No raids and almost no development of content does that.
    Sure, if you want to take things entirely out of context, you have a point. But you are forgetting that people run the Epic dungeons daily in groups with other people, and half the game is PvP - with other people, of course. Last I heard PvP was getting a major overhaul, meaning that's an update that focuses 100% on the multiplayer-bit. And let's look at that list of yours:

    1 solo adventure zone? No one said anything about soloing being required. You can group up all you want in the zone.

    3 solo dungeons (called lairs)? So in other words, we already have three solo-dungeons already. Meaning I am right, this is a good idea. And from reading this thread, a lot of people agree with me.

    1 group skirmish? Multiplayer.
    1 group dungeon? Multiplayer.

    1 solo grind campaign? In the same zone you mentioned, effectivly making this your first point on the list all over again? And, as I said, you can do it in a group if you want. No one is stopping you.
  • cheesegromitcheesegromit Member Posts: 540 Arc User
    edited January 2014
    Simply put this is one of the most unsociable "multiplayer" games I have played.
    That's an interesting comment. Along with many others you've made.

    I was just thinking when I read this topic, that I was fairly happy to group up via chat in SWtoR, I'm not generally a group player, but I have absolutely no interest in Neverwinter.

    I wonder how much it has do with the way the game is monetised and the fact that running dungeons can be profitable (at least from what I've read), and that's the motivating factor for many. I don't really know, but there does seem to be something about Neverwinter.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited January 2014
    ladymythos wrote: »
    half the game is PvP

    lol.


    you can't be serious.
  • hercules125hercules125 Member Posts: 427 Arc User
    edited January 2014
    I'd like to take this concept to the next level ... scalable content depending on group size, composition,and maybe even gear score. It couldnt be too hard to weight each group member ( i.e. a CW, DC, or GF could be worth 2 points, a pure dpser 1 point, etc. )

    Based on the total score, you could scale the content to be challenging for that group. A soloer would probably get even level mobs and a manageable number of adds when fighting bosses.

    I see no reason to scale back the loot either, if it is just as hard to do solo as in a group. The only people who would complain are the high GS crowd, who see DDs as their personal bank.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited January 2014
    ladymythos wrote: »
    Sure, if you want to take things entirely out of context, you have a point. But you are forgetting that people run the Epic dungeons daily in groups with other people, and half the game is PvP - with other people, of course. Last I heard PvP was getting a major overhaul, meaning that's an update that focuses 100% on the multiplayer-bit. And let's look at that list of yours:

    1 solo adventure zone? No one said anything about soloing being required. You can group up all you want in the zone.

    3 solo dungeons (called lairs)? So in other words, we already have three solo-dungeons already. Meaning I am right, this is a good idea. And from reading this thread, a lot of people agree with me.

    1 group skirmish? Multiplayer.
    1 group dungeon? Multiplayer.

    1 solo grind campaign? In the same zone you mentioned, effectivly making this your first point on the list all over again? And, as I said, you can do it in a group if you want. No one is stopping you.
    No you really can't group for zones. Well you can but here's the thing. Nothing in the zone has any chance of ever killing me solo. For the lairs I run to the end and kill everything at the doors. For decent content it needs to have at least a slim chance of killing me.

    If nothing in the zone, or lairs has a chance of killing me, I fight them all at once to speed it up, why would I want a group to slow me down for it? That is the problem with the boring snooze fest of solo content that plagues everything outside of t2's.
  • ladymythosladymythos Member, Neverwinter Knight of the Feywild Users Posts: 637 Bounty Hunter
    edited January 2014
    ranncore wrote: »
    lol.

    you can't be serious.
    As usually, you serve us one of your carefully chosen words of wisdom. :p Some people don't like PvP and avoid it like the plague. Others hate PvE, but live and breathe PvP. Some people hate dungeons and raids. Others don't see the point in the rest of the game. Some like one thing, some like something else. Unless we can agree on that bit, we will never agree on anything else either.
    charononus wrote: »
    No you really can't group for zones. Well you can but here's the thing. Nothing in the zone has any chance of ever killing me solo. For the lairs I run to the end and kill everything at the doors. For decent content it needs to have at least a slim chance of killing me.

    If nothing in the zone, or lairs has a chance of killing me, I fight them all at once to speed it up, why would I want a group to slow me down for it? That is the problem with the boring snooze fest of solo content that plagues everything outside of t2's.
    What does survival and speed-running have to do with anything? I'm talking about grouping with friends to have fun. You do know what fun is, right? As in do whatever you please, just because it's fun to do, and expect anything in return? You shouldn't need a reward for having fun. Fun *is* the reward.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited January 2014
    ladymythos wrote: »
    As usually, you serve us one of your carefully chosen words of wisdom. :p Some people don't like PvP and avoid it like the plague. Others hate PvE, but live and breathe PvP. Some people hate dungeons and raids. Others don't see the point in the rest of the game. Some like one thing, some like something else. Unless we can agree on that bit, we will never agree on anything else either.

    What does survival and speed-running have to do with anything? I'm talking about grouping with friends to have fun. You do know what fun is, right? As in do whatever you please, just because it's fun to do, and expect anything in return? You shouldn't need a reward for having fun. Fun *is* the reward.
    The point is you can't have fun without challenge. Grouping for solo content would be like cheating at chess while playing an alzheimers patient that is wheel chair bound and can't do anything but drool in place.
  • trapublicantrapublican Member Posts: 206 Bounty Hunter
    edited January 2014
    Got a great reminder last night of why I hate grouping with people.

    Joined a group to run SC, they all died multiple times while I never once came close to dying then when we get to the end I tell them to just run to the last campfire and suicide to the mobs. Instead they decide to fight the mobs so I go have a smoke and come back to see they've all died a few more times yet still insist on fighting the trash packs, so they finally manage to kill the mobs after wasting a good 10 minutes or so of my life. We port in to the boss and I tell them to pay attention to when the platform is going to drop, next thing I know there's 4 dead people, so I end up soloing the boss since I didn't feel like dying just to restart and have those clowns die again anyway. Open up the chest and get a piece of cleric gear instead of something for my HR, what a complete and utter waste of my time.
  • nameexpirednameexpired Member Posts: 1,282 Arc User
    edited January 2014
    charononus wrote: »
    The point is you can't have fun without challenge.
    Maybe YOU can not have fun without a challenge. I can.
    If it is too easy you can create the challenge. Fight in blues, in greens or naked. Take out that 2g Cleric and keep her alive through the dungeon.

    The players without full purples also might want to play, and for them a group might be a very welcome possibility.

    I prefer to do the lairs and the dailies in a group of 2, this is for me a little challenge as well as relaxing. Most of my toons have a GS of ~10-11k. Yes, I can solo the lairs. But for me it is more fun the other way.
    Imaginary Friends are the best friends you can have!
  • charononuscharononus Member Posts: 5,715 Arc User
    edited January 2014
    Maybe YOU can not have fun without a challenge. I can.
    If it is too easy you can create the challenge. Fight in blues, in greens or naked. Take out that 2g Cleric and keep her alive through the dungeon.

    The players without full purples also might want to play, and for them a group might be a very welcome possibility.

    I prefer to do the lairs and the dailies in a group of 2, this is for me a little challenge as well as relaxing. Most of my toons have a GS of ~10-11k. Yes, I can solo the lairs. But for me it is more fun the other way.
    I don't think they could kill me if I took off all my gear and fought naked except for a weapon.
  • nornsavantnornsavant Member Posts: 311 Arc User
    edited January 2014
    charononus wrote: »
    The point is you can't have fun without challenge. Grouping for solo content would be like cheating at chess while playing an alzheimers patient that is wheel chair bound and can't do anything but drool in place.

    I think the point might actually be that different people have fun in different ways and that opening the game to other play styles can only increase the Neverwinter playerbase.

    In addition, I think that the constant assumption that everyone either plays like you are they are wrong is a significant impediment to anyone taking you seriously, assuming that is your purpose in posting. It could be a sketch comedy sort of thing. That’s possible too I suppose.

    Your characterization of drooling Alzheimer’s patients is clearly inappropriate. Certainly there was more effort put into your upbringing than that.

    But on to the general audience…

    I think it would be a great thing to have solo content that introduced the storied elements of the game just like the group content does.

    But I think someone hit it on the head when they mentioned scaling. City of Heroes (RIP) had some amazing scaling such that almost anything could be done solo or in a group such that a group never had a lack of things to do. It also meant that you didn’t NEED to get a group to do something meaningful.

    It’s worth pointing out that while City of Heroes was a Cryptic product at its onset, one should not expect the current Cryptic to know the secrets of its forgotten past. This is a different Cryptic.

    Still, scaling could marry both solo and group content in a way that would silence most critics of either, or at least get them busy playing rather than taking sucker punches at their prospective elderly selves.

    N
  • starcherstarcher Member Posts: 0 Arc User
    edited January 2014
    The dev team is not as big as Blizzard so focus on solo dungeons means that group content gets put on the shelf. This is already one of the most grouping-unfriendly games ever. I've never played a game where finding a dungeon through a Dungeon Finder takes an hour. Games with dungeon finders include TERA, WoW, and LoTRO. All of those games actually let you queue up and find a group in under 20 minutes, even as a DPS. I do so much soloing that I'm bored of solo content. With how hard it is to find a group and force myself to solo now, I don't understand how wanting to group less is even possible. There's barely any groups as it is.
  • dndmasterdarkdndmasterdark Member Posts: 0 Arc User
    edited January 2014
    In my opinion this just serves being anti-social and probably would just be another area for farming. Of course epics would drop in these "solo dungeons" right?
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited January 2014
    . . .I'd actually enjoy solo versions of the Delves, even if that means much lesser rewarding end-loot. Turbine/WB even admitted in a few interviews and videos, one of them related to Neverwinter, that their studies showed that the majority of MMO players played most of the content in them solo and prefer soloing experiences over group and large raiding content. This is why most of the DDO instances have solo versions now and their MMOs have more solo content.

    . . .For me, I love to do Delves with friends and guildies. However, my health and sporadic playtimes just do not allow for me to always be available for long group content. This is why I mostly play solo in my MMO gaming. As for why I prefer MMOs over single-player games is that MMOs are constantly evolving worlds that are always there and have optional social capabilities that I can partake in any time I am able to, or opt out of if I wish. They offer consistent game updates, new content, and persistence. Where-as single-player games do not offer the level of replay-ability that MMOs offer.

    . . .Call me anti-social or what-not, the fact of the matter truly is just that MMOs offer me many more options that single-player games do not, both socially and solo.
  • yethensyethens Member Posts: 32 Arc User
    edited January 2014
    Great idea! I think that it would be great to have solo versions of dungeons. As it is now I skip almost all the dungeons. I have tried a few but it doesn't satisfy me at all. The party group run like mad as if they are in a big hurry to end it as fast as possible. I prefer to enjoy it a bit more, to observe the surroundings, to investigate, to change powers if necessary, etc. but this is not possible if the party members run like hell, lol. So, yeah I support the idea of a solo version of dungeons.
  • ladymythosladymythos Member, Neverwinter Knight of the Feywild Users Posts: 637 Bounty Hunter
    edited January 2014
    charononus wrote: »
    The point is you can't have fun without challenge. Grouping for solo content would be like cheating at chess while playing an alzheimers patient that is wheel chair bound and can't do anything but drool in place.
    Know how I spent the last few hours in the game today? I first repeated a few quests in Sharendar, just to get a few more shards of Unicorn, so I could get the Shadewalker chest armor. Didn't actually get it (accidentally got the Shadewalker bracers instead), but at least I had fun questing. Then I did the Master of the Hunt and the Dread Ring skirmish a few times to get some ADs. After that, I spent some time in the AH in PE finding a nice dye, and improved the looks of my gear. Oh, and I ran through the Pirate King dungeon (epic) and got an awesome skull-mask. Other than the final boss in the Pirate King dungeon, I wasn't even close to dying a single time. Then again, you don't usually expect to die while checking the AH. :p Who cares if there wasn't much of a challenge? There are tons of other reasons to play the game, too.
    nornsavant wrote: »
    But I think someone hit it on the head when they mentioned scaling. City of Heroes (RIP) had some amazing scaling such that almost anything could be done solo or in a group such that a group never had a lack of things to do. It also meant that you didn
  • deaththroedeaththroe Member Posts: 136 Arc User
    edited January 2014
    I am actually very sympathetic to the desire to actually explore the dungeons. Because saying, "wait, wait, I want to read this lore item here" doesn't go over too well when your party is already trying to go through the door to the next level.

    I made a stealth rogue for that reason.

    Although it is not possible in some dungeons I wait until we kill the boss then backtrack through it exploring. I would ask the devs to please allow that more than solo dungeons. In the Mad Dragon and many others you cannot return to the main dungeon after the boss fight which is a shame.
    10PM CST

  • ordensmarschallordensmarschall Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,060 Bounty Hunter
    edited January 2014
    deaththroe wrote: »
    Although it is not possible in some dungeons I wait until we kill the boss then backtrack through it exploring. I would ask the devs to please allow that more than solo dungeons. In the Mad Dragon and many others you cannot return to the main dungeon after the boss fight which is a shame.

    This would be a nice update. I done this a few times in the dungeons where it is possible. The number of skill nodes, and chests I have been able to loot is because the group ran right past them does make for quite the haul.
    [SIGPIC][/SIGPIC]
  • ladymythosladymythos Member, Neverwinter Knight of the Feywild Users Posts: 637 Bounty Hunter
    edited January 2014
    deaththroe wrote: »
    Although it is not possible in some dungeons I wait until we kill the boss then backtrack through it exploring. I would ask the devs to please allow that more than solo dungeons. In the Mad Dragon and many others you cannot return to the main dungeon after the boss fight which is a shame.
    That's one reason why I want solo-dungeons in the first place. If we could go solo, we can explore them all we want and do whatever we want. We could even get a lot more lore than in the normal dungeons. But that said, nothing in the solo-dungeons should be a requirement, so no one has to do the solo-dungeons if they don't want to do them. Heck, we could perhaps even try having the choice between an epic- and solo-dungeon for the daily dungeon. The ADs will be the same, but you only get it for one version (either solo-Pirate King or epic-Pirate King, for instance.) That way we won't have to worry about finding groups in time, and so on. And yes, this even goes for DD. I've spent the entire DD unsuccessfully looking for groups for my dungeon sometimes. (PUG-life: "Invite me, please." I invite, he joins, then quits tw minutes later without a word. WTF?)
  • ordensmarschallordensmarschall Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,060 Bounty Hunter
    edited January 2014
    I just ran Cragmire Crypt solo. What a blast. Went into all of the nooks and crannies that normal groups (guilds included) don't go into. Actually got check out some of the graphics that the Devs put into the dungeon. Some of the early dungeons were really quite thoughtfully put together, with lots of artwork. I was able to do it at a nice relaxed pace, without having to rush. Great fun. Plus my white level companion only died 3 times. Once in each boss fight, in one he didn't die until the last swing of the boss, before I took the boss out.
    [SIGPIC][/SIGPIC]
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited January 2014
    Sounds like a good idea as it vastly increases the gameplay options for relatively little Dev time. It would also allow a way for people to gear up for without having to have the ridiculous GS requirements asked in /Zone or taking the chance with a totally random PUG.

    Rewards would have to be balanced so that they are sufficiently lower than 'group' epic dungeons that this can't be taken advantage of by organised groups For example perhaps the boss could only drop a single purple in total during DD, and these epics drops are bound to character and lower-powered versions of the normal 'group' Epic dungeon drops.
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