Tiamat's proportions look wrong. How is she functioning with such big heads and such scrawny necks?
I agree. I think they should be just a little bit thicker. They're a tad long, too, but I guess that could also be to help facilitate better animations as she moves them around.
I believe this is official WoC artwork, as a reference:
The overall feeling is that this fight is quite boring, not fun and definitely not engaging.
The clerics/adds phase: I could defend alone one cleric on my own with my CW. Seriously. Adds have slightly more hitpoints than normal lvl 65 adds but they're all the same, not really threatening, and the only source of AoE is the boss, which means that the level of danger for my character is 0. During that phase there is one AoE attack, it's painfully slow, it doesn't move, it's just a big red zone forcing me to dodge twice every 30s or so. I'm not impressed.
When I was done with the adds before the next wave spawned, all I could do is waiting for the next wave. That wasn't fun either. I wasn't doing anything useful, just waiting for the next wave. This makes the fight feel even slower and dull.
Now the heads phase: heads are just standing there using one big aoe every x seconds, they're doing a small amount of damage at melee range, but that's really symbolic since i could tank it with my CW. Again the lack of more numerous, smaller AoEs (from adds or from the boss), forcing players to move all the time and care about what's happening around really hurts the gameplay, the fight is just a boring dps race. That encounter definitely doesn't make any use of what made the game fun and entertaining so far. It's really lackluster.
So the fact that AoEs aren't a threat, that adds can be solo'd by a CW (when it's supposed to involve 25 people!), and the fact that dying people can get back to the fight immediately, which means they can mindlessly dps stuff while death has no penalty makes the heroic encounter not feeling heroic at all. It's slow paced, stuff in there just has a lot of hitpoints, which means that there is no challenge involved in that encounter, except bringing a few max dps characters, which should be an issue since it's what the cookie cutter builds recommend already.
2/10 because even the scenery looks like it hasn't been really worked on for this map, and that's the first time I can't even congratulate artists.
The boss is just a glorified loot piñata and that's extremely disappointing. If it has to be the neverwinter version of a world boss it should definitely be something more than a piñata with a timer...
The clerics/adds phase: I could defend alone one cleric on my own with my CW. Seriously.
What GS? My Templock is around 11-12k and I could definitely not solo that fight. In fact small groups of 3-4 mobs were a challenge and could kill me if I was not really careful or a little unlucky.
What GS? My Templock is around 11-12k and I could definitely not solo that fight. In fact small groups of 3-4 mobs were a challenge and could kill me if I was not really careful or a little unlucky.
16.3k exactly but it's not the GS it's the class. I can shut down entirely non control immune NPCs as a CW. Even the ones with control resistance.
I'm gonna have to give that a spin on my CW. She's only 14k or so but eats the HEs in WoD.
I suppose the real test is if a CW at the minimum 10k GS can solo it.
GS doesn't matter, like i said. If you time your encounters well you can easily permastun any group of non control immune npcs. If they have some control resistance you might need extra control strength but that's it.
The overall feeling is that this fight is quite boring, not fun and definitely not engaging.
The clerics/adds phase: I could defend alone one cleric on my own with my CW. Seriously. Adds have slightly more hitpoints than normal lvl 65 adds but they're all the same, not really threatening, and the only source of AoE is the boss, which means that the level of danger for my character is 0. During that phase there is one AoE attack, it's painfully slow, it doesn't move, it's just a big red zone forcing me to dodge twice every 30s or so. I'm not impressed.
When I was done with the adds before the next wave spawned, all I could do is waiting for the next wave. That wasn't fun either. I wasn't doing anything useful, just waiting for the next wave. This makes the fight feel even slower and dull.
Now the heads phase: heads are just standing there using one big aoe every x seconds, they're doing a small amount of damage at melee range, but that's really symbolic since i could tank it with my CW. Again the lack of more numerous, smaller AoEs (from adds or from the boss), forcing players to move all the time and care about what's happening around really hurts the gameplay, the fight is just a boring dps race. That encounter definitely doesn't make any use of what made the game fun and entertaining so far. It's really lackluster.
So the fact that AoEs aren't a threat, that adds can be solo'd by a CW (when it's supposed to involve 25 people!), and the fact that dying people can get back to the fight immediately, which means they can mindlessly dps stuff while death has no penalty makes the heroic encounter not feeling heroic at all. It's slow paced, stuff in there just has a lot of hitpoints, which means that there is no challenge involved in that encounter, except bringing a few max dps characters, which should be an issue since it's what the cookie cutter builds recommend already.
2/10 because even the scenery looks like it hasn't been really worked on for this map, and that's the first time I can't even congratulate artists.
The boss is just a glorified loot piñata and that's extremely disappointing. If it has to be the neverwinter version of a world boss it should definitely be something more than a piñata with a timer...
Did we even play the same raid?
In the middle phase, there is no waiting around, there is a constant stream of self-healing adds that have CC resistance, similar to the CC resistance that the IWD adds have when they are empowered by black ice corruption. Furious Immolation did not reliably work on them. And my CW is 17k.
In the final phase, there are no "small attacks", there is a very large AOE attack that will one-shot anyone in range if you don't have the correct gem. And since you're standing on this small platform, it's pretty much impossible to dodge the AOE attack.
I would urge everyone to attempt the raid for themselves, instead of listening to all of these negative reviews from players who have an agenda to dismiss anything in this game that isn't exactly like *insert other MMO here*.
In the middle phase, there is no waiting around, there is a constant stream of self-healing adds that have CC resistance, similar to the CC resistance that the IWD adds have when they are empowered by black ice corruption. Furious Immolation did not reliably work on them. And my CW is 17k.
In the final phase, there are no "small attacks", there is a very large AOE attack that will one-shot anyone in range if you don't have the correct gem. And since you're standing on this small platform, it's pretty much impossible to dodge the AOE attack.
I would urge everyone to attempt the raid for themselves, instead of listening to all of these negative reviews from players who have an agenda to dismiss anything in this game that isn't exactly like *insert other MMO here*.
Do you really feel the urge to argue with everything I say?
So about the "stream" of adds. If you kill them fast enough there is definitely some waiting time. If you're really fast you're "rewarded" with 3 extra adds. But you definitely have to wait doing nothing at all. They're painfully weak and can be stunlocked. That's what a CW is supposed to do after all. If you don't believe me I guess can make a video but I'm not into educational stuff when I play games. I'd rather suggest to add some CC immune adds. Even T1 dungeon have CC immune npcs... It could make that phase a bit more interesting.
Yes there's no small aoe attacks from the boss, that's my grief, there's a useless large aoe attack and if you stay at max range as a caster you only have to walk a few meters away not to be inside the area. This is all you have to do as a CW. And it's not fun. It's more fun when there's a continuous stream of red telegraphs on the ground like in any other piece of content except maybe the module 4 one. It's even more fun when the red telegraphs are targetting YOU. Specifically. In tiamat it's just a large melee range inderdiction aoe for the squishier characters. Casters don't have to do anything at all but moving a bit every 30s or so. Or doing some soulforge tanking since there's no other source of damage. Or dying since there's no penalty. *yawns*
I mean VT was the last challenging and interesting piece of content we had, and it was a 10.5k dungeon. Why can't we have a fun 25 people fight with interesting and new mechanics?
0
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
edited October 2014
My feedback:
The overall idea is good. I liked it. The mechanics are decent and fun (at least for me). But....
1) I dont like that is a DPS race, and you can return fast when you die. I want a legendary encounter. I suggest if you die, you are out of the fight.
2) 1 CW can defend 1 cleric alone, the ads must be much harder, The entire encounter should be VERY HARD. What about other dragons or other big enemies come to kill the clerics? Now I feel very relaxed defending the clerics. The entire encounter should be full of adrenaline, a crazy rithm of fights, a non-stop combat.
3) I would like to fight Tiamat, not only his heads but I think this cant be changed.
4) PLEASE allow a guild to enter all together in the same instance. I dont care how. But this is mandatory.
5) PLEASE PLEASE PLEASE. Guaranteed loot. Even if is not the top loot, give something valuable, or at least, something you can trade for the best loot making lots of success (some kind of seals). Dont implement the mod 4 Heroic encounter rewards, when the luck is all.
We did this 2 nights ago with a very well geared group of 12.
Feedback: Loading Please Wait We assumed the instance was bugged the first time we were kicked from the zone back to the entrance of the zone that preceded it. (Well of souls?). It seems like we timed our even faster the 2nd time. If this is not a bug and because we were not progressing in a timely manner it would be nice to have a bit more info re: goals & times to accomplish.
Bug: Hit points-regen/life steal/potions not working We had one cleric moving between our 3 groups. At one point I noticed my hit points were not going up as a CW. I got a small buffer of temp hps, then those went away. I got down to 7k hps when I looked at my char sheet. (We were defending the clerics). I drank a pot...nothing but pot timer started. No regen ticking, my encounter powers were not giving me the large lifesteal bumps. Having nothing else to try I dropped a portable alter. Immediately I ticked 150 hps and regen started ticking hard and everything was ok again. I dont know if this is tied to the zone, or some dynamic of the new DC changes. It might have been masked if cleric healing had reset me but a concern none the less.
Feedback: I don't know enough yet to comment on the long term playability but visually I did like the look of the zone and the dragon.
So I did this last night on Preview. We weren't enough people so we kinda failed.
This is my feedback:
The Good:
- Tiamat looks great
The Bad
- there are no real mechanics, yet again. The encounter design is too simplistic, with just two phases
- there is no need for player cooperation like in a real raid. There's nothing such as "you failed to deal with mechanic X, you wipe raid"
- dead players can run back from camp??? Really? This is supposed to be hard
- the mob waves are lame. We know those devils since tier 1 dungeons. Can we please have NEW mobs with NEW abilities?
- the raid entry mechanics are bad; we need a way to queue 25 people for it.
- there is no raid management UI and functions
- the heads are nonthreatening, besides that large AoE. They need much better mechanics.
- the area feels kinda empty, from a graphical perspective.
- Tiamat has no TAUNTS to the players that I've noticed; this should be a boss of immense power and maliciousness, with some creepy, evil agenda.
Overall impressions:
It doesn't feel like raiding at all. It doesn't have any epic proportion to it, I was left with a bitter taste in my mouth after going through it. I felt fractured from the other raid members, and there was nothing special needed from anyone, no special roles depending on class, nothing.
This type of "raid" design is a FAILURE and leads up to zerging the boss.
We need REAL COMPLEX MECHANICS. We need the boss to be able to wipe the raid. Tiamat is as tame as a common lizard, she just has that timer, that's all.
OK. Tiamat is cool as anything and there is a definite WTF moment the first time she appears. The animation is great as well IMO. The fights are pretty much a one-dimensional DPS race and the enemies are nothing new. Some classes and the undergeared may struggle as they are reasonably tough.
Fighting the heads is, unfortunately, dull. Just pound away like any other Dragon HE. The AOE could be difficult for less mobile classes to avoid and will one-shot most if not blocked/dodged/avoided, otherwise nothing threatening.
It's basically an instanced HE with a population limit of 25. No special UI, no indication of being in a team, nada.
Update: We made a quick server settings change that properly adds in the timer on the Tiamat fight.
For NeverwinterPreview, Tiamat is available at the top and bottom of every hour, and the fight ends at the :20 and :50 of every hour. Once the fight ends, players have 5 minutes to wrap up before they're booted from the instance. (Previously, players were seeing the "booted from instance" behavior, but without the fight ending or showing a timer.)
Rewards are not final, as I'm sure everyone who has completed the fight has noticed.
Thanks for jumping in and fighting her! We look forward to even more of your great feedback.
Update: We made a quick server settings change that properly adds in the timer on the Tiamat fight.
For NeverwinterPreview, Tiamat is available at the top and bottom of every hour, and the fight ends at the :20 and :50 of every hour. Once the fight ends, players have 5 minutes to wrap up before they're booted from the instance. (Previously, players were seeing the "booted from instance" behavior, but without the fight ending or showing a timer.)
Rewards are not final, as I'm sure everyone who has completed the fight has noticed.
Thanks for jumping in and fighting her! We look forward to even more of your great feedback.
Again: Please reconsider the timing and let the fight take place from 5-25 and 35-55 so that we have five minutes to group up with friends in the same instance.
Again: Please reconsider the timing and let the fight take place from 5-25 and 35-55 so that we have five minutes to group up with friends in the same instance.
Update: We made a quick server settings change that properly adds in the timer on the Tiamat fight.
For NeverwinterPreview, Tiamat is available at the top and bottom of every hour, and the fight ends at the :20 and :50 of every hour. Once the fight ends, players have 5 minutes to wrap up before they're booted from the instance. (Previously, players were seeing the "booted from instance" behavior, but without the fight ending or showing a timer.)
Rewards are not final, as I'm sure everyone who has completed the fight has noticed.
Thanks for jumping in and fighting her! We look forward to even more of your great feedback.
This is very interesting. You say you looking forward to great feedback but I don't see any indications that you listen to the players at all regarding dungeons. We have been asking for better, harder dungeons since Malabog got released and we get disappointed over and over again. There is one dungeon that is good and that's CN. But even that dungeon gets boring to run after 300 times and you haven't given us anything new that is hard and fun to play.
This is very interesting. You say you looking forward to great feedback but I don't see any indications that you listen to the players at all regarding dungeons. We have been asking for better, harder dungeons since Malabog got released and we get disappointed over and over again. There is one dungeon that is good and that's CN. But even that dungeon gets boring to run after 300 times and you haven't given us anything new that is hard and fun to play.
Plus they've been unrewarding with low drop rates and bop loot. Basically I don't do anything I used to enjoy because of that.
Again: Please reconsider the timing and let the fight take place from 5-25 and 35-55 so that we have five minutes to group up with friends in the same instance.
I was thinking that was a good idea, but now I'm just thinking if there's any point, you can just arrange your team 5 mins earlier *shrug*.
I did not manage to complete the raid/HE but I will give a couple of feedback
First of all, I believe that cooperation is required, having 3 or 4 people doing as their own will and not working as a team can easily make the raid fail because in the last part you need at least 3 teams (10-5-10 ppl) finishing off the heads, 5 teams is the alternative (5 each), again I did not finish it so I can't say wich is the best option. If everyone does not work with te others rearranging the groups composition in the 2 min you need to kill the heads is a problem
The "defend the cleric" phase is easy doable by 3 cw's but because of the number of adds change based on the nuber of players defending a cleric i believe is a well balanced phase
The time limit is an issue, 20 min is too low, you must give at least 2-3 min before the start to let everyone enter the dungeon and THEN 20 min to complete it
Dragon souls phase: I do not understand how this works, sometimes you enter and find this and other times you totally skip it and find yourself at the "defend the cleric" phase. 1 thing is for certain, you cannot do this phase and the other 2 in 20 min
Green head poison aoe: It needs a rework, not because we do not want a difficult thing but because it hits too hard AND last too long, it is basically
1) approach the head
2)aoe
3) die,respawn,die,respawn
4)approach the head, unleash half rotation/1 rotation
5)aoe > die > respawn > die
6) time's over, defend the cleric
Group gathering: we need a queue system, possibly one where the single player or the party can queue and get teleport inside the zone at the beginning of the event (.00/.30). The q MUST NOT require a confermation, it would cause more problems than not. A guild q would be a great idea to give guilds more power
AFK'ers: The raid/HE/zone must be programmed to kick everyone who go afk for more than, let's say, 3 min (I would even go for 2) because it can be a real issue if someone just enter and then go afk waiting for the others to finish and then get his loot, it is not fair for others
The encounter is constructed to work this way I guess:
- You have 5x5 players
- Every party fights one summoner and takes his gem
- defend the clerics
- parties fight "their" head with player1 activating gem
- defend the clerics
- parties fight "their" head with player2 activating gem
- defend the clerics
- parties fight "their" head with player3 activating gem
- defend the clerics
- parties fight "their" head with player4 activating gem
- defend the clerics
- parties fight "their" head with player5 activating gem
- win
I'm not sure whether there will be another final wave, but at least there is some sort of group communication necessary. Now onto the bad part: There is some sort of group communication necessary and this is impossible with 25 PUGs running around like headless chicken. I think the encounter will be doable with a bit more anarchy, but it would really help if only full teams could enter the fight.
I think a GG-like system would work nicely here. You can enter the Hall at 0 and 30 (or anytime, I mean what's the point of that anyway?), and there is a cosmetic gate that has no function in front of the HE arena. Starting at 5 and 35, you can queue for the Encounter. Queue takes 25 people, tries to get players from the same Hall-instance into the same HE-instance, and puts them inside the arena. You would need another campfire inside the arena to allow respanws.
This would automatically form 5x5 teams and ease the necessary communication and guilds and friends that want to play together can do so in grouping within the same Hall-instance.
The only downside would be that you can't approach the fight with less than 25 people, which especially would render it untestable on preview (lack of participation).
With such a system in place, you could also introduce 20/15/10-player queues with enhanced drop chances, preferably putting players in groups of 4/3/2.
They need to do something , letting people enter solo like they can now is a bad idea , especially if the encounter layout remains as it is now , if people can enter solo I have no doubt in my mind scumbags will enter and just afk near the campfire until either the encounter fails or the encounter is completed then they will swoop in for the chest .
Comments
I agree. I think they should be just a little bit thicker. They're a tad long, too, but I guess that could also be to help facilitate better animations as she moves them around.
I believe this is official WoC artwork, as a reference:
The overall feeling is that this fight is quite boring, not fun and definitely not engaging.
The clerics/adds phase: I could defend alone one cleric on my own with my CW. Seriously. Adds have slightly more hitpoints than normal lvl 65 adds but they're all the same, not really threatening, and the only source of AoE is the boss, which means that the level of danger for my character is 0. During that phase there is one AoE attack, it's painfully slow, it doesn't move, it's just a big red zone forcing me to dodge twice every 30s or so. I'm not impressed.
When I was done with the adds before the next wave spawned, all I could do is waiting for the next wave. That wasn't fun either. I wasn't doing anything useful, just waiting for the next wave. This makes the fight feel even slower and dull.
Now the heads phase: heads are just standing there using one big aoe every x seconds, they're doing a small amount of damage at melee range, but that's really symbolic since i could tank it with my CW. Again the lack of more numerous, smaller AoEs (from adds or from the boss), forcing players to move all the time and care about what's happening around really hurts the gameplay, the fight is just a boring dps race. That encounter definitely doesn't make any use of what made the game fun and entertaining so far. It's really lackluster.
So the fact that AoEs aren't a threat, that adds can be solo'd by a CW (when it's supposed to involve 25 people!), and the fact that dying people can get back to the fight immediately, which means they can mindlessly dps stuff while death has no penalty makes the heroic encounter not feeling heroic at all. It's slow paced, stuff in there just has a lot of hitpoints, which means that there is no challenge involved in that encounter, except bringing a few max dps characters, which should be an issue since it's what the cookie cutter builds recommend already.
2/10 because even the scenery looks like it hasn't been really worked on for this map, and that's the first time I can't even congratulate artists.
The boss is just a glorified loot piñata and that's extremely disappointing. If it has to be the neverwinter version of a world boss it should definitely be something more than a piñata with a timer...
Onto module 6 then....
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
16.3k exactly but it's not the GS it's the class. I can shut down entirely non control immune NPCs as a CW. Even the ones with control resistance.
I suppose the real test is if a CW at the minimum 10k GS can solo it.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
GS doesn't matter, like i said. If you time your encounters well you can easily permastun any group of non control immune npcs. If they have some control resistance you might need extra control strength but that's it.
Yep. Glorified loot pinata please, not encounter. Even T2 dungeons offer more challenges. It's that bad...
Did we even play the same raid?
In the middle phase, there is no waiting around, there is a constant stream of self-healing adds that have CC resistance, similar to the CC resistance that the IWD adds have when they are empowered by black ice corruption. Furious Immolation did not reliably work on them. And my CW is 17k.
In the final phase, there are no "small attacks", there is a very large AOE attack that will one-shot anyone in range if you don't have the correct gem. And since you're standing on this small platform, it's pretty much impossible to dodge the AOE attack.
I would urge everyone to attempt the raid for themselves, instead of listening to all of these negative reviews from players who have an agenda to dismiss anything in this game that isn't exactly like *insert other MMO here*.
Do you really feel the urge to argue with everything I say?
So about the "stream" of adds. If you kill them fast enough there is definitely some waiting time. If you're really fast you're "rewarded" with 3 extra adds. But you definitely have to wait doing nothing at all. They're painfully weak and can be stunlocked. That's what a CW is supposed to do after all. If you don't believe me I guess can make a video but I'm not into educational stuff when I play games. I'd rather suggest to add some CC immune adds. Even T1 dungeon have CC immune npcs... It could make that phase a bit more interesting.
Yes there's no small aoe attacks from the boss, that's my grief, there's a useless large aoe attack and if you stay at max range as a caster you only have to walk a few meters away not to be inside the area. This is all you have to do as a CW. And it's not fun. It's more fun when there's a continuous stream of red telegraphs on the ground like in any other piece of content except maybe the module 4 one. It's even more fun when the red telegraphs are targetting YOU. Specifically. In tiamat it's just a large melee range inderdiction aoe for the squishier characters. Casters don't have to do anything at all but moving a bit every 30s or so. Or doing some soulforge tanking since there's no other source of damage. Or dying since there's no penalty. *yawns*
I mean VT was the last challenging and interesting piece of content we had, and it was a 10.5k dungeon. Why can't we have a fun 25 people fight with interesting and new mechanics?
The overall idea is good. I liked it. The mechanics are decent and fun (at least for me). But....
1) I dont like that is a DPS race, and you can return fast when you die. I want a legendary encounter. I suggest if you die, you are out of the fight.
2) 1 CW can defend 1 cleric alone, the ads must be much harder, The entire encounter should be VERY HARD. What about other dragons or other big enemies come to kill the clerics?
Now I feel very relaxed defending the clerics. The entire encounter should be full of adrenaline, a crazy rithm of fights, a non-stop combat.
3) I would like to fight Tiamat, not only his heads but I think this cant be changed.
4) PLEASE allow a guild to enter all together in the same instance. I dont care how. But this is mandatory.
5) PLEASE PLEASE PLEASE. Guaranteed loot. Even if is not the top loot, give something valuable, or at least, something you can trade for the best loot making lots of success (some kind of seals). Dont implement the mod 4 Heroic encounter rewards, when the luck is all.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
16k+ SW can solo clerics just as easily as CW can, except we simply kill the adds faster than they respawn instead of control them.
Feedback: Loading Please Wait
We assumed the instance was bugged the first time we were kicked from the zone back to the entrance of the zone that preceded it. (Well of souls?). It seems like we timed our even faster the 2nd time. If this is not a bug and because we were not progressing in a timely manner it would be nice to have a bit more info re: goals & times to accomplish.
Bug: Hit points-regen/life steal/potions not working
We had one cleric moving between our 3 groups. At one point I noticed my hit points were not going up as a CW. I got a small buffer of temp hps, then those went away. I got down to 7k hps when I looked at my char sheet. (We were defending the clerics). I drank a pot...nothing but pot timer started. No regen ticking, my encounter powers were not giving me the large lifesteal bumps. Having nothing else to try I dropped a portable alter. Immediately I ticked 150 hps and regen started ticking hard and everything was ok again. I dont know if this is tied to the zone, or some dynamic of the new DC changes. It might have been masked if cleric healing had reset me but a concern none the less.
Feedback:
I don't know enough yet to comment on the long term playability but visually I did like the look of the zone and the dragon.
This is my feedback:
The Good:
- Tiamat looks great
The Bad
- there are no real mechanics, yet again. The encounter design is too simplistic, with just two phases
- there is no need for player cooperation like in a real raid. There's nothing such as "you failed to deal with mechanic X, you wipe raid"
- dead players can run back from camp??? Really? This is supposed to be hard
- the mob waves are lame. We know those devils since tier 1 dungeons. Can we please have NEW mobs with NEW abilities?
- the raid entry mechanics are bad; we need a way to queue 25 people for it.
- there is no raid management UI and functions
- the heads are nonthreatening, besides that large AoE. They need much better mechanics.
- the area feels kinda empty, from a graphical perspective.
- Tiamat has no TAUNTS to the players that I've noticed; this should be a boss of immense power and maliciousness, with some creepy, evil agenda.
Overall impressions:
It doesn't feel like raiding at all. It doesn't have any epic proportion to it, I was left with a bitter taste in my mouth after going through it. I felt fractured from the other raid members, and there was nothing special needed from anyone, no special roles depending on class, nothing.
This type of "raid" design is a FAILURE and leads up to zerging the boss.
We need REAL COMPLEX MECHANICS. We need the boss to be able to wipe the raid. Tiamat is as tame as a common lizard, she just has that timer, that's all.
Please rethink this.
2) it should allow guild runs
3) it should have very high % drop chance.
NB: greens/blues are not the drop i mean
Fighting the heads is, unfortunately, dull. Just pound away like any other Dragon HE. The AOE could be difficult for less mobile classes to avoid and will one-shot most if not blocked/dodged/avoided, otherwise nothing threatening.
It's basically an instanced HE with a population limit of 25. No special UI, no indication of being in a team, nada.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
For NeverwinterPreview, Tiamat is available at the top and bottom of every hour, and the fight ends at the :20 and :50 of every hour. Once the fight ends, players have 5 minutes to wrap up before they're booted from the instance. (Previously, players were seeing the "booted from instance" behavior, but without the fight ending or showing a timer.)
Rewards are not final, as I'm sure everyone who has completed the fight has noticed.
Thanks for jumping in and fighting her! We look forward to even more of your great feedback.
Again: Please reconsider the timing and let the fight take place from 5-25 and 35-55 so that we have five minutes to group up with friends in the same instance.
This is a fantastic idea. +1
This is very interesting. You say you looking forward to great feedback but I don't see any indications that you listen to the players at all regarding dungeons. We have been asking for better, harder dungeons since Malabog got released and we get disappointed over and over again. There is one dungeon that is good and that's CN. But even that dungeon gets boring to run after 300 times and you haven't given us anything new that is hard and fun to play.
Plus they've been unrewarding with low drop rates and bop loot. Basically I don't do anything I used to enjoy because of that.
I was thinking that was a good idea, but now I'm just thinking if there's any point, you can just arrange your team 5 mins earlier *shrug*.
First of all, I believe that cooperation is required, having 3 or 4 people doing as their own will and not working as a team can easily make the raid fail because in the last part you need at least 3 teams (10-5-10 ppl) finishing off the heads, 5 teams is the alternative (5 each), again I did not finish it so I can't say wich is the best option. If everyone does not work with te others rearranging the groups composition in the 2 min you need to kill the heads is a problem
The "defend the cleric" phase is easy doable by 3 cw's but because of the number of adds change based on the nuber of players defending a cleric i believe is a well balanced phase
The time limit is an issue, 20 min is too low, you must give at least 2-3 min before the start to let everyone enter the dungeon and THEN 20 min to complete it
Dragon souls phase: I do not understand how this works, sometimes you enter and find this and other times you totally skip it and find yourself at the "defend the cleric" phase. 1 thing is for certain, you cannot do this phase and the other 2 in 20 min
Green head poison aoe: It needs a rework, not because we do not want a difficult thing but because it hits too hard AND last too long, it is basically
1) approach the head
2)aoe
3) die,respawn,die,respawn
4)approach the head, unleash half rotation/1 rotation
5)aoe > die > respawn > die
6) time's over, defend the cleric
Group gathering: we need a queue system, possibly one where the single player or the party can queue and get teleport inside the zone at the beginning of the event (.00/.30). The q MUST NOT require a confermation, it would cause more problems than not. A guild q would be a great idea to give guilds more power
AFK'ers: The raid/HE/zone must be programmed to kick everyone who go afk for more than, let's say, 3 min (I would even go for 2) because it can be a real issue if someone just enter and then go afk waiting for the others to finish and then get his loot, it is not fair for others
That's all for now
That's why you need the gem protection things from the first phase.
but you don't always get that phase
- You have 5x5 players
- Every party fights one summoner and takes his gem
- defend the clerics
- parties fight "their" head with player1 activating gem
- defend the clerics
- parties fight "their" head with player2 activating gem
- defend the clerics
- parties fight "their" head with player3 activating gem
- defend the clerics
- parties fight "their" head with player4 activating gem
- defend the clerics
- parties fight "their" head with player5 activating gem
- win
I'm not sure whether there will be another final wave, but at least there is some sort of group communication necessary. Now onto the bad part: There is some sort of group communication necessary and this is impossible with 25 PUGs running around like headless chicken. I think the encounter will be doable with a bit more anarchy, but it would really help if only full teams could enter the fight.
I think a GG-like system would work nicely here. You can enter the Hall at 0 and 30 (or anytime, I mean what's the point of that anyway?), and there is a cosmetic gate that has no function in front of the HE arena. Starting at 5 and 35, you can queue for the Encounter. Queue takes 25 people, tries to get players from the same Hall-instance into the same HE-instance, and puts them inside the arena. You would need another campfire inside the arena to allow respanws.
This would automatically form 5x5 teams and ease the necessary communication and guilds and friends that want to play together can do so in grouping within the same Hall-instance.
The only downside would be that you can't approach the fight with less than 25 people, which especially would render it untestable on preview (lack of participation).
With such a system in place, you could also introduce 20/15/10-player queues with enhanced drop chances, preferably putting players in groups of 4/3/2.
I say leave the time limit alone. That is a huge part of the challenge.
But it would be nice to be able to enter as a full 25-person party.
This is a very wise man....also one of my guild leaders....doing large guild runs would be awesome mate.