I know im late but Finally I yelled with happiness. I never thought in all my life I would fight a boss in this way... The FIRST real bossfight from Cryptic, All 3 of them bosses. The thing is I was waiting for the adds to come as usual in a bossfight in NW but they didnt and I enjoyed the fact that they finally knew how to make a bossfight this time! GREAT Thanks To You Guys!!!!!!!!!!!!!!!:o
You must be the only 2 people. First time I cleared it it took like 15-20 minutes didnt wipe once and was amused up until the thought occurred this is it? Where's the challenge. Where is my cn 2.0
We said we wanted a challenge - they gave it to us; at least those of us that aren't wearing all R10s with all epic augment companions, orange artifact weapons and artifacts, 50K hitpoints, etc.
I too enjoyed them both. Some of us are average players that try to have fun. Others are, like Wall Street executives, more concerned about measuring success by how cool they look and how fast they can burn thru a dungeon or skirmish.
I know im late but Finally I yelled with happiness. I never thought in all my life I would fight a boss in this way... The FIRST real bossfight from Cryptic, All 3 of them bosses. The thing is I was waiting for the adds to come as usual in a bossfight in NW but they didnt and I enjoyed the fact that they finally knew how to make a bossfight this time! GREAT Thanks To You Guys!!!!!!!!!!!!!!!:o
I agree the boss mech is cool but the dmg they do is too lilttle.(why they dont put on the bosses some owerload RED enchant:) )
Also i think the falling rocks are nerfed like hell when i first played it the rocks fall much faster.
20k hp player can still survive.
In the mean time Adds hit like mad truck.
When first i played it on prev it was much harder .
But the dropp in E.lol IS a big faill i am almost done now 800 runs and only got 1 belt of char from boss .
No belt or artifact in dungeon and zen chest.
Also after the t1 Dropp patch the loot from chest are greatly nerfed for both e.lol and e sot.
And in e.sot y cant even loot the ring set it magicaly show for 0.01 sec and disapear.
So owerall i was impressed in preview stadium of E lol.
But now i think they turned it into poitless dungeon.
Anyone else think that the "falling" scene part after you kill the first boss seems to be a nod towards the sidescrolling Dungeons and Dragons games (specifically the Cave of Rafael the Immortal, from Shadows Over Mystara). A big fat kudos to the devs if this is so.
It's not just the boss fights, but Lair of Lostmauth is also the first dungeon that features alternative paths towards the same goal (there are three or so paths towards the second boss). Atm it seems randomized but that's very promising, especially once future classes are introduced - one path has enemy groups with more mobs, one has more golems, one is basically a survivability/skill test.
All in all it's definitely a great big step in right direction, and with mod 5 coming out we'll see if they're gonna use it to revamp other dungeons or add T3+ dungeons.
You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
Cant believe people think this is a good boss fight. It is basically tank and spank. If a random player can clear the dungeon first try, its a bad dungeon...
All it would really take to make the Lostmauth boss fight a lot harder is to increase the damage of the floating fireballs, the molten metal/lava and the to make falling debris do massive damage to believable levels, or at least believable relative to other dungeons. Damage-wise the whole fight is obviously much too tame - if this was anything like CN, VT or even epic Gray Wolf Den (shadow wolves) the molten metal/lava would drain your health in seconds, the fireballs would hit you for 1/4-1/2 your HP and falling debris would 1-hit-kill anything except classes with massive HP and stacking damage reduction.
As things stand even the last boss of eSoT is doing more damage, and that's only a skirmish.
This dungeon was likely meant a prototype/experiment, especially considering that it's only the first part of Tyranny of Dragons.
You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
I like this boss fight. You have to think and you have to watch your stamina because there are so many things to dodge.
I like the choices in which path to take before 2nd boss, and I like the twin scorpion fight. It takes some coordination to do that one otherwise the whole team will fail.
Epic LOL is a good step, and a good dungeon to play. It is very much the style of dungeons I want to see in NW.
It shows that dungeons need not be an add fest to be both challenging nor huge or very long to complete in order to feel epic.
Sure the adds hit like trucks, but any coordinated team moving onto them together can overcome them without much problem, and therefore doesn't require over geared players but rather some teamwork to successfully get by.
The 3 bosses are uniquely different to be a refreshing change and the final boss fight trumps the Valindra fight in VT by being more engaging and keeping you alert throughout rather then space out threats between intervals.
I know im late but Finally I yelled with happiness. I never thought in all my life I would fight a boss in this way... The FIRST real bossfight from Cryptic, All 3 of them bosses. The thing is I was waiting for the adds to come as usual in a bossfight in NW but they didnt and I enjoyed the fact that they finally knew how to make a bossfight this time! GREAT Thanks To You Guys!!!!!!!!!!!!!!!:o
Well i am glad you liked it, but to be honest i must agree with the others who mentioned tht it has no challenge.... imho VT/MC and CN are the awesome ones, if u want a challenege (providing you are geared up, of course )
This place is a ghost town, there are very few npcs, most of them will hit melee players anyway. The boss is a snoozefest, it's just a big pile of HPs with annoying spells making you bounce occasionally, but beyond the annoyance, no threat at all.
Too short, unchallenging, not rewarding. MC was 10 times better than that when it was released.
To all the naysayers about the dungeon, it was adjusted by the active players on preview during testing. As I was one of them let me state for the record in its original incarnation it was almost impossible but that was also due to a severe lack of a variety of classes to work with. The devs made adjustments based on our feedback however skewed our group make up were.
Now here are the questions to all complaining about how easy it is...
Where were you during the actual player testing?
What is your current GS and groups GS?
Have you actually ran the dungeon near the recommended GS? ( We did and it is no walk in the park.)
What group make-up are you using?
These and other factors determine how difficult it is.
As comparing to other dungeons, IMO there is no comparison. Yes it is short...that is what people asked for. Trust me the boss was near impossible even with rank 10 enchants and all perfects, at first. Everything hit so much harder. For example getting knocked in the lava was almost certain death. ( the knockback was much further)
But to get back on topic and to the OP ....KUDOS once again, don't let others bring you down.
The dungeon is a good start for better designed instances.
Things that are needed, in my opinion:
- real loot from each boss, not random 2 blues 90% of the time
- adds with less burst unavoidable damage (drake charges you for 50K, gg), but more sustained damage
- bosses with more and smarter mechanics. Faster animations. More phases. Longer fights with plenty of chances to screw on.
But the dungeon is a good start.
To be honest, the main advantage of this design is that we are seeing a demand for other classes than CWs. Mostly so I can see the dudes still clamoring for CW nerfs each day shut up once and forever.
The dungeon is a good start for better designed instances.
Things that are needed, in my opinion:
- real loot from each boss, not random 2 blues 90% of the time
- adds with less burst unavoidable damage (drake charges you for 50K, gg), but more sustained damage
- bosses with more and smarter mechanics. Faster animations. More phases. Longer fights with plenty of chances to screw on.
But the dungeon is a good start.
To be honest, the main advantage of this design is that we are seeing a demand for other classes than CWs. Mostly so I can see the dudes still clamoring for CW nerfs each day shut up once and forever.
I remember in good old MMO days, a boos fight would last between 20-30 mins. Which was awesome.
I really think this game would improve if they removed (OH NO HE DIDENT WHAT WILL PUGS DO) the red telegraphs. If you think about it, its really easy if you watch the animation of the boss/mobs to see where the damage is coming, you don't really need the red to tell you that.
And imo it would improve the game from 3/10 to 6/10 just by doing that. And it would make fights more challenging, less need for adds etc etc.
I remember in good old MMO days, a boos fight would last between 20-30 mins. Which was awesome.
I really think this game would improve if they removed (OH NO HE DIDENT WHAT WILL PUGS DO) the red telegraphs. If you think about it, its really easy if you watch the animation of the boss/mobs to see where the damage is coming, you don't really need the red to tell you that.
And imo it would improve the game from 3/10 to 6/10 just by doing that. And it would make fights more challenging, less need for adds etc etc.
i remember staying for hours at some bosses , but truth is i wouldnt do that again... Due to latency is impossible to watch animations, even with red areas sometimes is hard to avoid the incoming dmg.
Is your own opinion that game only deserves 3/10, for me is 8/10.
Short is good for dungeons. Some people, like me, have difficulties finding a time span of more than 20 mins without huge risks of real life interruption.
Olaf, freelance guardian fighter.
Enorla, Oh so devoted cleric.
To all the naysayers about the dungeon, it was adjusted by the active players on preview during testing. As I was one of them let me state for the record in its original incarnation it was almost impossible but that was also due to a severe lack of a variety of classes to work with. The devs made adjustments based on our feedback however skewed our group make up were.
Now here are the questions to all complaining about how easy it is...
Where were you during the actual player testing?
What is your current GS and groups GS?
Have you actually ran the dungeon near the recommended GS? ( We did and it is no walk in the park.)
What group make-up are you using?
These and other factors determine how difficult it is.
As comparing to other dungeons, IMO there is no comparison. Yes it is short...that is what people asked for. Trust me the boss was near impossible even with rank 10 enchants and all perfects, at first. Everything hit so much harder. For example getting knocked in the lava was almost certain death. ( the knockback was much further)
But to get back on topic and to the OP ....KUDOS once again, don't let others bring you down.
I was very busy at work. This is just a game after all.
Just FYI my DC is only 15.5k GS. That's not much. Groups, well, a bit of everything. I've also tried no DC no GF with my 16k CW. A walk in the park too.
So yes it should be impossible to beat with under-average skilled player entering the place with weird parties and not knowing how the boss works. Too hard just becomes manageable with practice. Heck I needed 15 days of practice to finally kill the Malabog's castle final boss, and that was a great experience. Practice: something you can't/shouldn't have when doing a test run on a test server. So yes you should chain wipe for your first tries. That's normal and it means the challenge is appropriate.
Short is good for dungeons. Some people, like me, have difficulties finding a time span of more than 20 mins without huge risks of real life interruption.
Well they should implement something fun for other players as well And not only cater to people that has risks of getting interrupted. There are some people who i know would love to get a high risk/high reward dungeon, aka kill an unkillable boss.
The dungeon is a good start for better designed instances.
Things that are needed, in my opinion:
- real loot from each boss, not random 2 blues 90% of the time
- adds with less burst unavoidable damage (drake charges you for 50K, gg), but more sustained damage
- bosses with more and smarter mechanics. Faster animations. More phases. Longer fights with plenty of chances to screw on.
But the dungeon is a good start.
To be honest, the main advantage of this design is that we are seeing a demand for other classes than CWs. Mostly so I can see the dudes still clamoring for CW nerfs each day shut up once and forever.
Agree. It is moving in the right direction. I wish we had had more classes for us on preview to try things out with for feedback. It was tuned based on our exp.
I have no issue with sustained damage and the scorpions have that, trust me, as I have their attention near 100% of the time, unless the cheesy move is pulled by kiting one down to the far side. I also do not have any issue that they can one shot even me. It all means I have to be on my toes.
There is no unavoidable damage in LOL...only in shores.
Agree. It is moving in the right direction. I wish we had had more classes for us on preview to try things out with for feedback. It was tuned based on our exp.
I have no issue with sustained damage and the scorpions have that, trust me, as I have their attention near 100% of the time, unless the cheesy move is pulled by kiting one down to the far side. I also do not have any issue that they can one shot even me. It all means I have to be on my toes.
There is no unavoidable damage in LOL...only in shores.
"Almost" unavoidable. The first boss throws some lame spears or something and there are some charging mobs for significant damage. I sometimes went down before managing to dodge with a 35K HP.
As for scorpions, I can kite one of them to death on my CW with relative ease. Last boss is soloable as well on CW. That's quite sad
But what really counts is the general move towards less adds, more mechanics.
And IMO if you dont have 20 mins without huge risks of real life interruptions, MMO is not your thing Maybe try playing armorgames.com or something similar
MMO are my thing (and have been for the last 15 years), thanks for your concern. Except for long dungeons. But I never asked for all dungeons to be short ones. I'm just glad some are.
Olaf, freelance guardian fighter.
Enorla, Oh so devoted cleric.
MMO are my thing (and have been for the last 15 years), thanks for your concern. Except for long dungeons. But I never asked for all dungeons to be short ones. I'm just glad some are.
All of the dungeons are short. The longest one is currently CN: 25 mins. *yawns*
Comments
I too enjoyed them both. Some of us are average players that try to have fun. Others are, like Wall Street executives, more concerned about measuring success by how cool they look and how fast they can burn thru a dungeon or skirmish.
$.02
Solo your way to the boss, from start to finish, in the E LOL with a video please...I really want to see that...and I am a top geared, decked out SW.
I agree the boss mech is cool but the dmg they do is too lilttle.(why they dont put on the bosses some owerload RED enchant:) )
Also i think the falling rocks are nerfed like hell when i first played it the rocks fall much faster.
20k hp player can still survive.
In the mean time Adds hit like mad truck.
When first i played it on prev it was much harder .
But the dropp in E.lol IS a big faill i am almost done now 800 runs and only got 1 belt of char from boss .
No belt or artifact in dungeon and zen chest.
Also after the t1 Dropp patch the loot from chest are greatly nerfed for both e.lol and e sot.
And in e.sot y cant even loot the ring set it magicaly show for 0.01 sec and disapear.
So owerall i was impressed in preview stadium of E lol.
But now i think they turned it into poitless dungeon.
It's not just the boss fights, but Lair of Lostmauth is also the first dungeon that features alternative paths towards the same goal (there are three or so paths towards the second boss). Atm it seems randomized but that's very promising, especially once future classes are introduced - one path has enemy groups with more mobs, one has more golems, one is basically a survivability/skill test.
All in all it's definitely a great big step in right direction, and with mod 5 coming out we'll see if they're gonna use it to revamp other dungeons or add T3+ dungeons.
All it would really take to make the Lostmauth boss fight a lot harder is to increase the damage of the floating fireballs, the molten metal/lava and the to make falling debris do massive damage to believable levels, or at least believable relative to other dungeons. Damage-wise the whole fight is obviously much too tame - if this was anything like CN, VT or even epic Gray Wolf Den (shadow wolves) the molten metal/lava would drain your health in seconds, the fireballs would hit you for 1/4-1/2 your HP and falling debris would 1-hit-kill anything except classes with massive HP and stacking damage reduction.
As things stand even the last boss of eSoT is doing more damage, and that's only a skirmish.
This dungeon was likely meant a prototype/experiment, especially considering that it's only the first part of Tyranny of Dragons.
I like the choices in which path to take before 2nd boss, and I like the twin scorpion fight. It takes some coordination to do that one otherwise the whole team will fail.
LOL seriously
It shows that dungeons need not be an add fest to be both challenging nor huge or very long to complete in order to feel epic.
Sure the adds hit like trucks, but any coordinated team moving onto them together can overcome them without much problem, and therefore doesn't require over geared players but rather some teamwork to successfully get by.
The 3 bosses are uniquely different to be a refreshing change and the final boss fight trumps the Valindra fight in VT by being more engaging and keeping you alert throughout rather then space out threats between intervals.
Well i am glad you liked it, but to be honest i must agree with the others who mentioned tht it has no challenge.... imho VT/MC and CN are the awesome ones, if u want a challenege (providing you are geared up, of course )
Too short, unchallenging, not rewarding. MC was 10 times better than that when it was released.
Now here are the questions to all complaining about how easy it is...
Where were you during the actual player testing?
What is your current GS and groups GS?
Have you actually ran the dungeon near the recommended GS? ( We did and it is no walk in the park.)
What group make-up are you using?
These and other factors determine how difficult it is.
As comparing to other dungeons, IMO there is no comparison. Yes it is short...that is what people asked for. Trust me the boss was near impossible even with rank 10 enchants and all perfects, at first. Everything hit so much harder. For example getting knocked in the lava was almost certain death. ( the knockback was much further)
But to get back on topic and to the OP ....KUDOS once again, don't let others bring you down.
Things that are needed, in my opinion:
- real loot from each boss, not random 2 blues 90% of the time
- adds with less burst unavoidable damage (drake charges you for 50K, gg), but more sustained damage
- bosses with more and smarter mechanics. Faster animations. More phases. Longer fights with plenty of chances to screw on.
But the dungeon is a good start.
To be honest, the main advantage of this design is that we are seeing a demand for other classes than CWs. Mostly so I can see the dudes still clamoring for CW nerfs each day shut up once and forever.
I remember in good old MMO days, a boos fight would last between 20-30 mins. Which was awesome.
I really think this game would improve if they removed (OH NO HE DIDENT WHAT WILL PUGS DO) the red telegraphs. If you think about it, its really easy if you watch the animation of the boss/mobs to see where the damage is coming, you don't really need the red to tell you that.
And imo it would improve the game from 3/10 to 6/10 just by doing that. And it would make fights more challenging, less need for adds etc etc.
i remember staying for hours at some bosses , but truth is i wouldnt do that again... Due to latency is impossible to watch animations, even with red areas sometimes is hard to avoid the incoming dmg.
Is your own opinion that game only deserves 3/10, for me is 8/10.
Enorla, Oh so devoted cleric.
I was very busy at work. This is just a game after all.
Just FYI my DC is only 15.5k GS. That's not much. Groups, well, a bit of everything. I've also tried no DC no GF with my 16k CW. A walk in the park too.
So yes it should be impossible to beat with under-average skilled player entering the place with weird parties and not knowing how the boss works. Too hard just becomes manageable with practice. Heck I needed 15 days of practice to finally kill the Malabog's castle final boss, and that was a great experience. Practice: something you can't/shouldn't have when doing a test run on a test server. So yes you should chain wipe for your first tries. That's normal and it means the challenge is appropriate.
Well they should implement something fun for other players as well And not only cater to people that has risks of getting interrupted. There are some people who i know would love to get a high risk/high reward dungeon, aka kill an unkillable boss.
Agree. It is moving in the right direction. I wish we had had more classes for us on preview to try things out with for feedback. It was tuned based on our exp.
I have no issue with sustained damage and the scorpions have that, trust me, as I have their attention near 100% of the time, unless the cheesy move is pulled by kiting one down to the far side. I also do not have any issue that they can one shot even me. It all means I have to be on my toes.
There is no unavoidable damage in LOL...only in shores.
"Almost" unavoidable. The first boss throws some lame spears or something and there are some charging mobs for significant damage. I sometimes went down before managing to dodge with a 35K HP.
As for scorpions, I can kite one of them to death on my CW with relative ease. Last boss is soloable as well on CW. That's quite sad
But what really counts is the general move towards less adds, more mechanics.
MMO are my thing (and have been for the last 15 years), thanks for your concern. Except for long dungeons. But I never asked for all dungeons to be short ones. I'm just glad some are.
Enorla, Oh so devoted cleric.
All of the dungeons are short. The longest one is currently CN: 25 mins. *yawns*