Feedback: HE´s overall and Reward system (after latest patch)
Most of HE´s are nice ecounters and give really different way to play. I really enjoy bigger A -type HE´s with BIG -team up!!!
Reward system:
Rewards from HE´s is ridiculous low and completing "B/C" -type HE can give only 25 Black Ice if team member is just few seconds late from encounter Start. Fast runner start encounter and others finish it, whole team make work, but one got full reward, its not fair reward system.
Yes, please clarify the scoring and if it is related to rewards. As a DC and CW team we duoed through 10+ heroic encounters in both zones (it wasn't easy, and we wiped a few times). While I understand the rewards are somewhat related to RNG, and it's a small sample size, my rewards as a DC have always been less substantial than the CW. (CW got 3 purples, I got 25/35-75 black ice and the occasional green enchant/shard). I was attacking, buffing and healing the whole time, and I made sure I touched every mob, but of course my overall damage is going to be insignificant in comparison to what a CW can do. We both agreed we could not have done the HE without one another, so there is no reason for the reward to be unevenly adjusted. Developers mentioned that you recognize DCs and players in a support role have always been disadvantaged in any type of scoring matches, GG, domination yet nothing has been done about it. Do you truly think we should be penalised for HE rewards as well?
If this is how it works then they need to fix it , basing the reward system on dps only is lazy , DC's are needed , especially in the 4-6 and 6-10 man HE's and it isn't really fair or much of an incentive to take part if they don't get a fair reward for taking part , maybe make a separate reward list based on dps and healing done so healers get a fair share of the loot , I know that I wouldn't be interested in helping out on my DC if the above is how it currently works , no chance of getting epic drops needed to craft black ice gear set and weapons.
If this is how it works then they need to fix it , basing the reward system on dps only is lazy , DC's are needed , especially in the 4-6 and 6-10 man HE's and it isn't really fair or much of an incentive to take part if they don't get a fair reward for taking part , maybe make a separate reward list based on dps and healing done so healers get a fair share of the loot , I know that I wouldn't be interested in helping out on my DC if the above is how it currently works , no chance of getting epic drops needed to craft black ice gear set and weapons.
I as a CW agree wholeheartedly. DCs need a fair shot at loot. In the larger HEs we need them healing and getting equal shot at rewards.
Has been said in other threads, but I'm gonna add it here as well. The Class A HEs in Icewind Pass are still bugged and more often than not way too strong.
Example: Marauding Barbarians
According to ACT the first wave consists of two Raiders with 175k HP each that hit for 7k per swing. The Raiders of the second wave have 30k and hit for 3.5k-4k.
* rescue prospectors (hammerstone) in dwarven valley in the middle of the map doesn't spawn the 4th arcanist
* Linking an item from the rewards menu double links it instead of single linking it
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silverquickMember, Neverwinter Beta UsersPosts: 1Arc User
I as a CW agree wholeheartedly. DCs need a fair shot at loot. In the larger HEs we need them healing and getting equal shot at rewards.
I'll second that as another CW,
Those DCs do a hell of a lot more than they're getting credit for if this is the case. Their buffs and heals are what allow the other classes to be able to DPS that kind of thing with. At very minimum they should get credit for the DPS some of the other classes do, due to that.
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mddoughtsMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited April 2014
Feedback; heroic encounters shouldn't reroute your map tracker. It took me forever to find the place I was trying to go for my quest because I kept running into heroic encounters. You should have to opt into them in order for them to reroute you from a quest.
I nearly died several times because I'm by myself questing and it is confusing in the new area without the trail.
Those DCs do a hell of a lot more than they're getting credit for if this is the case. Their buffs and heals are what allow the other classes to be able to DPS that kind of thing with. At very minimum they should get credit for the DPS some of the other classes do, due to that.
DC really needs better ability "heal NPC" in HE, it will make big difference... heals for players are nerfed dead, but we can use potions.
Reward system for HE´s makes no sense, you can slay 90% all mobs, but if you enter just seconds after others, you then get half rewards OR...
...you hit one mob with single magic missile and do nothing else and get reward, .
yeah, this CW comply with others.
ps. even if one just review fallen players but do nothing else is usefull in these HE´s, on Live HE´s will be harder complete because most people dont have Rank8 - 10 + Armor/Weap. enchants when they reach three Boons and 10K GS, I can imagine that... was Gnarlroot caves hard when U entered in first time, .
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silverquickMember, Neverwinter Beta UsersPosts: 1Arc User
Feedback; heroic encounters shouldn't reroute your map tracker. It took me forever to find the place I was trying to go for my quest because I kept running into heroic encounters. You should have to opt into them in order for them to reroute you from a quest.
I nearly died several times because I'm by myself questing and it is confusing in the new area without the trail.
I have to agree with that, the first time I went there with some friends,
I was the tracker and trying to follow that so we could all complete the quests, unfortunately it did not lead us in the proper direction so I have to literally open the Map to find the Blue Circles to find the actual quest path.
While I don't mind having something that leads you to the Heroic Encounters, once I select an actual quest tracker in my journal, it should go to that rather than the Epic Encounter.
Feedback; heroic encounters shouldn't reroute your map tracker. It took me forever to find the place I was trying to go for my quest because I kept running into heroic encounters. You should have to opt into them in order for them to reroute you from a quest.
I nearly died several times because I'm by myself questing and it is confusing in the new area without the trail.
I absolutely agree with this, and have had the same thing happen. HEs are easy to see on the map and with their aurora like tendrils. There is no reason at all to have them linked to the quest trails in any way.
We completed this Heroic Encounter yesterday afternoon, both HR received the T1 Bow of the Brutal Hunter, while other classes received the main hand black ice gear to craft into purified or corrupted version. We were really bummed out.
The pack contains 3 witches is too imbalanced. We were doing HEs yesterday, 2 CWs, TR, DC and HR. Almost everyone had top gear and enchantments, some had 2 pieces of Black Ice gear. Those witches were literally oneshotting us. 17 to 22k damage hits plus 15-17k black ice damage hits with one single ranged attack. We wiped about 10 times till we managed to kill them. Their damage should be toned down.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
The pack off last adds wave contains 3 witches is too imbalanced. We were doing HEs yesterday, team compsition unknown but I think there was seven players(dedicated one!!!), most were same what Mehguy mention here. Almost everyone had top gear and enchantments, some had 2 pieces of Black Ice gear. Those witches were literally oneshotting us. 17 to 22k damage hits plus 15-17k black ice damage hits with one single ranged attack. We wiped about 10 times till we managed to slay them. Team was able to slay HE at end, but Witches damage/Damage.resists was ridiculous.
...and rewards was Legendary JOKE, but lucky that we slayed that HE more likely for fun, but completing it multiple times... maybe when got 30 good geared players.
...and rewards was Legendary JOKE, but lucky that we slayed that HE more likely for fun, but completing it multiple times... maybe when got 30 good geared players.
ps. THX for completing it, .
Thank you too I was TR, my gear is all R7s+, T2 PvP set, 3 green artifacts, P.Vorpal+L.Soulforged and stone pet. He's around 12.5k-13k GS. All others were 14k GS+. The Beholder has some sort of burst aoe he casts around himself, it deals 32k black ice damage. Black Ice damage is undodgeable and undeflectable (not sure if it's WAI). Almost no way stay alive. And those Idris-stylish spheres flying all around. Remorhaz is over 9000 times easier.
My "Legendary Loot" - 1 coalescent potion, R4 black ice enchant and some amount of raw black ice (I'm guessing 100-150). Very time efficient.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Yep I have to agree with these guys , I think the mages in all the 4-6 man and 6-10 man Heroic Encounters hit dam hard , especially if you get two or three focusing on you , I dunno about nerfing them though until we can start trying the HE's with more than a handful of players ,we will get a better idea of their balance when it is live but yeah they do hit like a train sometimes lol.
Yep I have to agree with these guys , I think the mages in all the 4-6 man and 6-10 man Heroic Encounters hit dam hard , especially if you get two or three focusing on you , I dunno about nerfing them though until we can start trying the HE's with more than a handful of players ,we will get a better idea of their balance when it is live but yeah they do hit like a train sometimes lol.
Well 3+ cw should be enough to counteract their OPness so that they don't actually attack, or 2 if they're good and there are other classes that can help anyway. For the rest of it it seems decent enough. The one shot almost melee aoe seems fair enough when it's easily dodgeable, along with the rest of the aoes. Although the breath attack I've managed to 'dodge' but still take damage.
I am of two minds, maybe three, about these encounters with the black ice casters in them. Bear these points in mind.
They are fine as is for the same reasons iambecks1 metioned. We are a small dedicated delta force task team going in. ( not meaning we are elitist at all) We normally, do not have the recommended numbers for the HE. When we do have the correct numbers or more, some if not most, do not have any black ice gear at all and get shredded.
Second, this small group of players knows from learning and developing winning strategies to every encounter from many, many, many deaths and failures.
My minds on the casters, are they are f'ing OP however that might not be so bad with a more diverse group as we are all squishy generally.
Second if the black ice casters were spread out there would be NADA, ZIP, NONE, NO CHALLENGE to the encounters.
So I am just not sure, and withholding final judgement on these particular encounter.
Possible BUG YOu cannot reliable dodge, teleport, sprint away from the unresistant black ice attacks that are targeted, not counting the black ice "shadow balls from the beholder encounter" Sometimes my HR will dodge the black ice attack and sometimes not and I will take the damage either mid dodge or after I finished dodging.
Now this 3 witches in this particular encounter were not one shotting me, so more then just black ice resist is coming into play. I think their max hit on me has never been above 11k'ish, while others with 2 pieces of black ice gear are getting hit for 14k to 17k.
Class B in Icewind Pass are either completely missing or spawn once in ages.
Class C Prospector Attack in Icewind Pass has a blue instead of a purple flare.
They do spawn, but anything more than 2-3 HEs can take a loooong time to spawn. There is of course not many people doing them too. I always thought prospector was class B? Seems about the same difficulty as any Class B protect tasks.
Potential issue with Heroic encounter rewards? - A bunch of us just did some 4-6 man HE's in Dwarf valley and nobody seems to be getting anything other than 25-75 black ice and a lvl 4 enchantment , did the patch last night alter the loot tables for 4 - 6 man Heroic encounters? if it did then it needs fixing with launch being so close , nobody will waste their time on 4-6 man HE's if all that they get most of the time is 75 black ice and one lvl 4 enchantment
Potential issue with Heroic encounter rewards? - A bunch of us just did some 4-6 man HE's in Dwarf valley and nobody seems to be getting anything other than 25-75 black ice and a lvl 4 enchantment , did the patch last night alter the loot tables for 4 - 6 man Heroic encounters? if it did then it needs fixing with launch being so close , nobody will waste their time on 4-6 man HE's if all that they get most of the time is 75 black ice and one lvl 4 enchantment
Hmm, it used to be like that for the last 3 weeks at least. I always get 75 black ice plus some random green crafting stuff and r4 or r5 enchantment for completing 4-6 man HEs.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
I'd like to request again (since it didn't appear in this last patch) that the quest trails only focus on quests or map points that the player places. Deviating them to HEs is really annoying and completely unnecessary, as HEs are very easy to find on the map and by using their vertical aurora like streams. With the HEs being plentiful in both the new areas, it makes the quest trails almost unusable because they're always going off course. Thanks! And just want to add that I love the environment in mod 3. The detail is awesome.
BUG
HE Ancestral "something" ( In IWP) Three Bears gets bugged and become unattackable, and breaks the encounter. Tree Bears does not despawn. When this happens very very very few larger HEs spawn after Three Bears get bugged and remained up. If it is anything like, and I suspect it is, like the 2-3 person HE which when you finish one another one spawns in some rotation or order, this is breaking the larger HE spawn rotation.
BUG Maruding Barbaraians SP?
The bear riders on the ice still hit you with their charge even though the red spot is so far away. The sliding on the ice does not affect them.
shiani1 I used to think the same things...after you do the quests a couple of times, you know exactly where to go and do not need the trails anyhow.
I understand that, but the trails are intended (I assume) to help you get there before you know where to go, so my point is still something I believe should be considered
Feedback: Need transparency regarding calculations of contribution between players in HEs
I still don't have much data to back this up, but would appreciate more transparency and insight towards how contribution and reward distribution of Heroic Encounters are calculated. I feel the current system is still potentially unfair
So far you guys have mentioned it depends on:
Damage dealt
Outgoing Healing
Damage taken
Thank you firstly for taking on board my previous suggestion to not just look into damage dealt as the qualifier. I have previously mentioned this disadvantage support classes/builds such as GFs, DCs, and support HR builds. Is the rewards based on a threshold system, where if players crossed over a certain threshold for those 3 numbers their chance to earn a higher tier of rewards is enabled, or is it based on a hidden leaderboard system of those 3 parameters where the quality of rewards is dependent only on your overall rank?
I am concerned because this setup still will always favor high DPS classes and can be abused/exploited.
1. Lets say a DC is slowly soloing an encounter in the hopes of getting a better rewards. Halfway through a CW jumps in to 'help' and proceeds to kill everything within a rotation or two. Because the mobs died very quickly, the damage taken chart is minimised, and thus the outgoing healing chart is also minimised. Damage dealt by the CW will obviously be above that of the DC (especially if mobs are almost dead but gets 'overkilled' by a big 50k hit) and hence the CW can claim the larger portion of the quest reward. If there was a leaderboard, the CW can in 20 seconds exceed the combined output of the DC who might have already been spending 3 minutes on the encounter.
2. In fact, the stronger the DPSer, the faster the mobs will die, the less damage is received overall and the more the support classes are disadvantaged. A strong DPSer do lots of damage, 'steal' threat so tanks have nothing to tank, and lifesteals damage back and thus the DC has no need to heal.
3. A third compounding factor is that during heroic encounters the support classes in fact will be using their DPS/buffing encounters rather than healing/defensive ones because that offers the easiest way of completing the encounters. If I start the fight alone I'm not going to slot healing on my bar and it'll be too late to swap it in if a DPSer jumps in to 'help'. Every buff/debuff offered by the DC will boost DPSer's numbers on the charts even more, and powers like Hallowed ground reduce personal incoming damage so will diminish his personal numbers.
The above illustrates why the 3 parameters is still a flawed way of evaluating contribution. In an open world environment, lazy gamers can still exploit the system by letting someone else do the work then jump in towards the end and still end up with the lion's share of rewards and simultaneously depriving the other class of theirs. I feel the HEs should be built to foster cooperation, not competition and the current rewards system feels like it runs contrary to that.
I propose adding a 4th parameter- percentage of time in combat. If a player has spent more than 40% of the total combat time for a Heroic encounter they should automatically qualify for the highest tier of rewards. Outside of the TRs class, it's going to be hard not to contribute while in combat during a HE. Still not a perfect system, but still better than the griefing potential the current system has.
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
Rewards are,(IDK, healing effect, but DC get equal HAMSTER with top DPS so its good then)
A/B class HE´s must complete on time or no reward.
25 black ice (hit one enemy or take some damage)
25 - 35 black ice (take some damage and flee or hit few enemies)
25 - 75 black ice (participate B/C class HE from begining or take heavy damage)
25 - 150 black ice(Complete A class HE, what takes 20 - 30min.)
other rewards, only really usefull is "arms" drop, but... oh, U need it once or twice if want douple set BIC -gear.
Crafting materials, it take 10 days to get RAnk2 and 35 days to Rank3, so crafting materials drop are "Legendary HAMSTER" at end.
Also all dropping gear are Bop, so you cant sell them on AH, EpicCrap.
I have not calculated what I wrote up there, but last 40 days grind on Preview server gives that feeling if anyone have made exact calculations then correct my opinion.
Well, Mod3 on Preview feels now like Dread/Charandra (never again),
BUT I love to see day when MOD3 hit LIVE, maybe it will be fun again for next 40 days, hopefully.
ps. PvP rewards depends how well teams are balanced(time_effort vs. reward), at end "Motherload" off ice can give you less than one Pve Black Ice -node. In PvP we will see motherload off stat_boosting, .
Feedback: Need transparency regarding calculations of contribution between players in HEs
I still don't have much data to back this up, but would appreciate more transparency and insight towards how contribution and reward distribution of Heroic Encounters are calculated. I feel the current system is still potentially unfair
So far you guys have mentioned it depends on:
Damage dealt
Outgoing Healing
Damage taken
Thank you firstly for taking on board my previous suggestion to not just look into damage dealt as the qualifier. I have previously mentioned this disadvantage support classes/builds such as GFs, DCs, and support HR builds. Is the rewards based on a threshold system, where if players crossed over a certain threshold for those 3 numbers their chance to earn a higher tier of rewards is enabled, or is it based on a hidden leaderboard system of those 3 parameters where the quality of rewards is dependent only on your overall rank?
I am concerned because this setup still will always favor high DPS classes and can be abused/exploited.
1. Lets say a DC is slowly soloing an encounter in the hopes of getting a better rewards. Halfway through a CW jumps in to 'help' and proceeds to kill everything within a rotation or two. Because the mobs died very quickly, the damage taken chart is minimised, and thus the outgoing healing chart is also minimised. Damage dealt by the CW will obviously be above that of the DC (especially if mobs are almost dead but gets 'overkilled' by a big 50k hit) and hence the CW can claim the larger portion of the quest reward. If there was a leaderboard, the CW can in 20 seconds exceed the combined output of the DC who might have already been spending 3 minutes on the encounter.
2. In fact, the stronger the DPSer, the faster the mobs will die, the less damage is received overall and the more the support classes are disadvantaged. A strong DPSer do lots of damage, 'steal' threat so tanks have nothing to tank, and lifesteals damage back and thus the DC has no need to heal.
3. A third compounding factor is that during heroic encounters the support classes in fact will be using their DPS/buffing encounters rather than healing/defensive ones because that offers the easiest way of completing the encounters. If I start the fight alone I'm not going to slot healing on my bar and it'll be too late to swap it in if a DPSer jumps in to 'help'. Every buff/debuff offered by the DC will boost DPSer's numbers on the charts even more, and powers like Hallowed ground reduce personal incoming damage so will diminish his personal numbers.
The above illustrates why the 3 parameters is still a flawed way of evaluating contribution. In an open world environment, lazy gamers can still exploit the system by letting someone else do the work then jump in towards the end and still end up with the lion's share of rewards and simultaneously depriving the other class of theirs. I feel the HEs should be built to foster cooperation, not competition and the current rewards system feels like it runs contrary to that.
I propose adding a 4th parameter- percentage of time in combat. If a player has spent more than 40% of the total combat time for a Heroic encounter they should automatically qualify for the highest tier of rewards. Outside of the TRs class, it's going to be hard not to contribute while in combat during a HE. Still not a perfect system, but still better than the griefing potential the current system has.
Comments
Most of HE´s are nice ecounters and give really different way to play. I really enjoy bigger A -type HE´s with BIG -team up!!!
Reward system:
Rewards from HE´s is ridiculous low and completing "B/C" -type HE can give only 25 Black Ice if team member is just few seconds late from encounter Start. Fast runner start encounter and others finish it, whole team make work, but one got full reward, its not fair reward system.
If this is how it works then they need to fix it , basing the reward system on dps only is lazy , DC's are needed , especially in the 4-6 and 6-10 man HE's and it isn't really fair or much of an incentive to take part if they don't get a fair reward for taking part , maybe make a separate reward list based on dps and healing done so healers get a fair share of the loot , I know that I wouldn't be interested in helping out on my DC if the above is how it currently works , no chance of getting epic drops needed to craft black ice gear set and weapons.
I as a CW agree wholeheartedly. DCs need a fair shot at loot. In the larger HEs we need them healing and getting equal shot at rewards.
Example: Marauding Barbarians
According to ACT the first wave consists of two Raiders with 175k HP each that hit for 7k per swing. The Raiders of the second wave have 30k and hit for 3.5k-4k.
* Linking an item from the rewards menu double links it instead of single linking it
I'll second that as another CW,
Those DCs do a hell of a lot more than they're getting credit for if this is the case. Their buffs and heals are what allow the other classes to be able to DPS that kind of thing with. At very minimum they should get credit for the DPS some of the other classes do, due to that.
I nearly died several times because I'm by myself questing and it is confusing in the new area without the trail.
DC really needs better ability "heal NPC" in HE, it will make big difference... heals for players are nerfed dead, but we can use potions.
Reward system for HE´s makes no sense, you can slay 90% all mobs, but if you enter just seconds after others, you then get half rewards OR...
...you hit one mob with single magic missile and do nothing else and get reward,
yeah, this CW comply with others.
ps. even if one just review fallen players but do nothing else is usefull in these HE´s, on Live HE´s will be harder complete because most people dont have Rank8 - 10 + Armor/Weap. enchants when they reach three Boons and 10K GS, I can imagine that... was Gnarlroot caves hard when U entered in first time,
I have to agree with that, the first time I went there with some friends,
I was the tracker and trying to follow that so we could all complete the quests, unfortunately it did not lead us in the proper direction so I have to literally open the Map to find the Blue Circles to find the actual quest path.
While I don't mind having something that leads you to the Heroic Encounters, once I select an actual quest tracker in my journal, it should go to that rather than the Epic Encounter.
I absolutely agree with this, and have had the same thing happen. HEs are easy to see on the map and with their aurora like tendrils. There is no reason at all to have them linked to the quest trails in any way.
We completed this Heroic Encounter yesterday afternoon, both HR received the T1 Bow of the Brutal Hunter, while other classes received the main hand black ice gear to craft into purified or corrupted version. We were really bummed out.
Raid the Raiders in IWP drops the T1 PvP Brutal Hunter Gauntlets for Hunter Rangers instead of Black ice gloves.
Beholder in DV drops the T1 PvP Bow of the Brutal Hunter for Hunter Rangers instead of the Black ICe Bow
The pack contains 3 witches is too imbalanced. We were doing HEs yesterday, 2 CWs, TR, DC and HR. Almost everyone had top gear and enchantments, some had 2 pieces of Black Ice gear. Those witches were literally oneshotting us. 17 to 22k damage hits plus 15-17k black ice damage hits with one single ranged attack. We wiped about 10 times till we managed to kill them. Their damage should be toned down.
The pack off last adds wave contains 3 witches is too imbalanced. We were doing HEs yesterday, team compsition unknown but I think there was seven players(dedicated one!!!), most were same what Mehguy mention here. Almost everyone had top gear and enchantments, some had 2 pieces of Black Ice gear. Those witches were literally oneshotting us. 17 to 22k damage hits plus 15-17k black ice damage hits with one single ranged attack. We wiped about 10 times till we managed to slay them. Team was able to slay HE at end, but Witches damage/Damage.resists was ridiculous.
...and rewards was Legendary JOKE, but lucky that we slayed that HE more likely for fun, but completing it multiple times... maybe when got 30 good geared players.
ps. THX for completing it,
Thank you too
My "Legendary Loot" - 1 coalescent potion, R4 black ice enchant and some amount of raw black ice (I'm guessing 100-150). Very time efficient.
Yep I have to agree with these guys , I think the mages in all the 4-6 man and 6-10 man Heroic Encounters hit dam hard , especially if you get two or three focusing on you , I dunno about nerfing them though until we can start trying the HE's with more than a handful of players ,we will get a better idea of their balance when it is live but yeah they do hit like a train sometimes lol.
Well 3+ cw should be enough to counteract their OPness so that they don't actually attack, or 2 if they're good and there are other classes that can help anyway. For the rest of it it seems decent enough. The one shot almost melee aoe seems fair enough when it's easily dodgeable, along with the rest of the aoes. Although the breath attack I've managed to 'dodge' but still take damage.
They are fine as is for the same reasons iambecks1 metioned. We are a small dedicated delta force task team going in. ( not meaning we are elitist at all) We normally, do not have the recommended numbers for the HE. When we do have the correct numbers or more, some if not most, do not have any black ice gear at all and get shredded.
Second, this small group of players knows from learning and developing winning strategies to every encounter from many, many, many deaths and failures.
My minds on the casters, are they are f'ing OP however that might not be so bad with a more diverse group as we are all squishy generally.
Second if the black ice casters were spread out there would be NADA, ZIP, NONE, NO CHALLENGE to the encounters.
So I am just not sure, and withholding final judgement on these particular encounter.
Possible BUG YOu cannot reliable dodge, teleport, sprint away from the unresistant black ice attacks that are targeted, not counting the black ice "shadow balls from the beholder encounter" Sometimes my HR will dodge the black ice attack and sometimes not and I will take the damage either mid dodge or after I finished dodging.
Now this 3 witches in this particular encounter were not one shotting me, so more then just black ice resist is coming into play. I think their max hit on me has never been above 11k'ish, while others with 2 pieces of black ice gear are getting hit for 14k to 17k.
Class C Prospector Attack in Icewind Pass has a blue instead of a purple flare.
They do spawn, but anything more than 2-3 HEs can take a loooong time to spawn. There is of course not many people doing them too. I always thought prospector was class B? Seems about the same difficulty as any Class B protect tasks.
Hmm, it used to be like that for the last 3 weeks at least. I always get 75 black ice plus some random green crafting stuff and r4 or r5 enchantment for completing 4-6 man HEs.
HEs requiring more then 2-3 spawn in IWP on sever reset regularly, as time passes they pretty much stop spawning. Only spawn every few hours.
HE Ancestral "something" ( In IWP) Three Bears gets bugged and become unattackable, and breaks the encounter. Tree Bears does not despawn. When this happens very very very few larger HEs spawn after Three Bears get bugged and remained up. If it is anything like, and I suspect it is, like the 2-3 person HE which when you finish one another one spawns in some rotation or order, this is breaking the larger HE spawn rotation.
The bear riders on the ice still hit you with their charge even though the red spot is so far away. The sliding on the ice does not affect them.
I understand that, but the trails are intended (I assume) to help you get there before you know where to go, so my point is still something I believe should be considered
I still don't have much data to back this up, but would appreciate more transparency and insight towards how contribution and reward distribution of Heroic Encounters are calculated. I feel the current system is still potentially unfair
So far you guys have mentioned it depends on:
Damage dealt
Outgoing Healing
Damage taken
Thank you firstly for taking on board my previous suggestion to not just look into damage dealt as the qualifier. I have previously mentioned this disadvantage support classes/builds such as GFs, DCs, and support HR builds. Is the rewards based on a threshold system, where if players crossed over a certain threshold for those 3 numbers their chance to earn a higher tier of rewards is enabled, or is it based on a hidden leaderboard system of those 3 parameters where the quality of rewards is dependent only on your overall rank?
I am concerned because this setup still will always favor high DPS classes and can be abused/exploited.
1. Lets say a DC is slowly soloing an encounter in the hopes of getting a better rewards. Halfway through a CW jumps in to 'help' and proceeds to kill everything within a rotation or two. Because the mobs died very quickly, the damage taken chart is minimised, and thus the outgoing healing chart is also minimised. Damage dealt by the CW will obviously be above that of the DC (especially if mobs are almost dead but gets 'overkilled' by a big 50k hit) and hence the CW can claim the larger portion of the quest reward. If there was a leaderboard, the CW can in 20 seconds exceed the combined output of the DC who might have already been spending 3 minutes on the encounter.
2. In fact, the stronger the DPSer, the faster the mobs will die, the less damage is received overall and the more the support classes are disadvantaged. A strong DPSer do lots of damage, 'steal' threat so tanks have nothing to tank, and lifesteals damage back and thus the DC has no need to heal.
3. A third compounding factor is that during heroic encounters the support classes in fact will be using their DPS/buffing encounters rather than healing/defensive ones because that offers the easiest way of completing the encounters. If I start the fight alone I'm not going to slot healing on my bar and it'll be too late to swap it in if a DPSer jumps in to 'help'. Every buff/debuff offered by the DC will boost DPSer's numbers on the charts even more, and powers like Hallowed ground reduce personal incoming damage so will diminish his personal numbers.
The above illustrates why the 3 parameters is still a flawed way of evaluating contribution. In an open world environment, lazy gamers can still exploit the system by letting someone else do the work then jump in towards the end and still end up with the lion's share of rewards and simultaneously depriving the other class of theirs. I feel the HEs should be built to foster cooperation, not competition and the current rewards system feels like it runs contrary to that.
I propose adding a 4th parameter- percentage of time in combat. If a player has spent more than 40% of the total combat time for a Heroic encounter they should automatically qualify for the highest tier of rewards. Outside of the TRs class, it's going to be hard not to contribute while in combat during a HE. Still not a perfect system, but still better than the griefing potential the current system has.
Guild and guide info
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
A/B class HE´s must complete on time or no reward.
25 black ice (hit one enemy or take some damage)
25 - 35 black ice (take some damage and flee or hit few enemies)
25 - 75 black ice (participate B/C class HE from begining or take heavy damage)
25 - 150 black ice(Complete A class HE, what takes 20 - 30min.)
other rewards, only really usefull is "arms" drop, but... oh, U need it once or twice if want douple set BIC -gear.
Crafting materials, it take 10 days to get RAnk2 and 35 days to Rank3, so crafting materials drop are "Legendary HAMSTER" at end.
Also all dropping gear are Bop, so you cant sell them on AH, EpicCrap.
I have not calculated what I wrote up there, but last 40 days grind on Preview server gives that feeling if anyone have made exact calculations then correct my opinion.
Well, Mod3 on Preview feels now like Dread/Charandra (never again),
BUT I love to see day when MOD3 hit LIVE, maybe it will be fun again for next 40 days, hopefully.
ps. PvP rewards depends how well teams are balanced(time_effort vs. reward), at end "Motherload" off ice can give you less than one Pve Black Ice -node. In PvP we will see motherload off stat_boosting,