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Feedbak: Level 70 Dungeons - Some are not possible

abaddon523abaddon523 Member Posts: 0 Arc User
I was able to put together a group of 5 people to try out some dungeons on the preview server. We attempted the epic Lair of Lostmauth and Epic Cragmire Crypt. My computer crashed after fighting the twin Scorpions in eLoL so I don't have ACT logs for everything before that. But I have enough logs to get the point across.

Our party was a GF, DC, GWF, and 2 CW's (one Renegade, one Oppressor). I've run dungeons with these players before and we basically just run through dungeons with ease. There's no challenge whatsoever. On the preview server all of us have the new weapons at either Epic or Legendary, all have over 70k HP (GF, GWF, and DC had well over 100k), all had Rank 10 or better enchantments, all know how to play.

Epic Lair of Lostmauth

This dungeon wasn't too bad. Our tank was able to do their job and things went fairly smoothly. That is, until the Twinfire Scorpions. Their base damage is absurd. In between deaths, which were kinda frequent, we would look at the battle logs to see what killed us. There were hits of 600k, 900k, even 1.4 million. Our tank, through no fault of theirs, simply could not tank these guys. Their damage is way, way too high. Our GWF didn't fare any better since he had to stand next to them to attack. The only solution was to not get hit. Ever. The DC and 2 CW's were able to kite them around the room and eventually wear them down.

Lostmauth was not fun. Here is a pic of his outgoing damage:

k0rkn6.jpg

As you can see, he's basically just a 1-shot machine. He can hit for over 2 million damage and most of his attacks are over 200k. Lostmauth can roar, then while you can't move you get hit by a fireball which can knock you into his breath attack...and you're dead. Or if you're a GWF and you take one bite...you're dead. The only real way to beat him, again, is just to not get hit. Our group was able to beat him but it wasn't pretty.

If this goes live as is 90% or more of all attempts at this dungeon will fail. Although I'm not sure all that many will even try it. There was nothing we received from the run that was worth anything--some Elemental seals and some bound blue level 70 gear that we could salvage for a few thousand RAD. It wasn't worth the trip. It will never be worth the trip if it goes live as is.

Something else that was rather odd started happening here as well. Our GWF turned into a Destroyer of Worlds and starting dealing crazy damage:

51bqzc.jpg

That's a Restoring Strike with base damage of 959k. Something looks to not be working as intended there. Not sure what's causing it, though.

Epic Cragmire Crypts

Then things got really ugly. Epic Cragmire is a nightmare. I attempted this dungeon a few weeks ago and my feedback then was that the enemies hit way too hard: random adds were hitting for 80k and Traven Blackdagger was hitting for over 250k. Well, now it's worse.

A lot worse.

The first group of enemies in the dungeon wiped us out four times. The range enemies firing arrows just kept 1-shotting people before we could even get to them. We slowly and methodically made our way to the end of the dungeon while dying frequently. The first mini-boss dropped a whole 2 Seals of the Protector. The second mini-boss (a party of adventurers) dropped nothing.

Then we got to Traven Blackdagger.

Traven Blackdagger has attacks with a base damage up to 4.7 million. His backstab hits for over 3 million. Even his basic attacks like "kick" hit for over 500k. Even if you have a super-amazing tank who can somehow take that kind of abuse your party is still totally screwed. Every 30 seconds or so a group of Snipers and Cutthroats will spawn all over the room. They'll each target a random member of your party and do this:

2469kjk.jpg

They're 1-hit kill machines and there is no possible way for a tank to draw all of their fire the moment they spawn.

And it gets worse, still.

Traven Blackdagger has an attack called "Firebomb" where he sets a large part of the ground on fire. This fire does not go away. So as the fight progresses eventually the entire floor gets set on fire (think Epic Shores of Tuern fire spots). There is a solution to this, but unfortunately the cure is worse than the disease. There is a cask at the back of the room that extinguishes the flames. However, when you use the cask it "enrages" Traven and he executes the equivalent of a TR's Bloodbath attack. He teleports around the room randomly slashing party members over three seconds. The damage is unblockable and undodgeable. He does up to 10 slashes and the damage ranges from 80k to 700k. It's an instant annihilation of your party.

Here's Travern's outgoing damage from one of our attempts at him:

zspv8o.jpg

Since the patch on Friday this dungeon is not possible. It cannot be done.

This is not a "learn to play" issue. This is not a "you just need better gear" issue. This is not a "you just need a better tank" issue. This is not a "your healer wasn't doing their job" issue. This was not a "you just need more DPS" issue.

This is not possible.
[SIGPIC][/SIGPIC]
Post edited by abaddon523 on
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Comments

  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited March 2015
    I will leave you with our "Greatest hits" from this night of fun. This is the incoming damage each of us took sorted by highest first:

    DC incoming damage

    ae4g2v.jpg

    GWF incoming damage

    2quoe82.jpg

    My incoming damage:

    25rp45d.jpg

    The other CW's incoming damage:

    2upsqs9.jpg
    [SIGPIC][/SIGPIC]
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited March 2015
    And lastly, the GF's incoming damage:

    nfh001.jpg
    [SIGPIC][/SIGPIC]
  • learch123learch123 Member Posts: 514 Bounty Hunter
    edited March 2015
    wow we are all dead if this goes live like this and with blue drops cant think how hard tos cc wd tia will be they drop epics
  • koalazebraiikoalazebraii Member Posts: 108 Bounty Hunter
    edited March 2015
    lol gg GFs GWFs OPs SWs, no dodge no chance
  • nwoun1nwoun1 Member Posts: 0 Arc User
    edited March 2015
    Thanks for the insight. I'd say we are dealing with a bug here, some sort of buff got out of hand or whatever.

    But I do like they've added additional mechanics to boss fights, that was needed.
  • edited March 2015
    This content has been removed.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    Well reading that i really dont see what we can do against those damages...
  • edited March 2015
    This content has been removed.
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited March 2015
    teribad15 wrote: »
    rest in pieces GWF.

    If its any consolation the GWF did more damage than the rest of the party combined.

    And it's not like he was the only one who got the tar beat out of him.
    [SIGPIC][/SIGPIC]
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited March 2015
    So FYI the cragmire boss now has what's called an "enrage timer". Kill it before the playground disappears. It's not a bad thing. I don't know if the damage is intended or not. If it is then it's a "don't get hit or you die" scheme. While such games can be fun it would be kind of new for this one. Let's just wait and see.
  • zekethesinnerzekethesinner Member, NW M9 Playtest Posts: 805 Arc User
    edited March 2015
    diogene0 wrote: »
    So FYI the cragmire boss now has what's called an "enrage timer". Kill it before the playground disappears. It's not a bad thing. I don't know if the damage is intended or not. If it is then it's a "don't get hit or you die" scheme. While such games can be fun it would be kind of new for this one. Let's just wait and see.

    If its intended, rewards must be worth the pain. U r not going to play 3h dung with 50 reapeats for 10 seals reward. Thats just a joke.
    I just think some some1 put one 0 too much in dmg multiplicator. I hope so. Well i can understand if boss will have killing atak for 500k base dmg or so. If it will be atk focused on one tanking him. ONLY. somthing liek bloodbath will wipe party regardless of if u can dodge or not. One die and u have 4 targets only, and classes like gf, op, sw and gwf will die.

    I will be happy if dungs will by hard (base dmg from 50k-500k, max on boss atk) with rly nice rewards (at least guarantee purple drop normally obtianed in seal shop, unbound. Come1, r u joking me, blues?) but not near to immposible. Lets remember, we wont have r12 first day. For me personaly r9 will be best on my toons. Probably forever. I dont even want to refine any further. Not speaking about farming.

    (Sin)cerely
    Kain


  • nwoun1nwoun1 Member Posts: 0 Arc User
    edited March 2015
    A few things: The amount of seals you need to acquire the new gear indicates the dungeons are indeed supposed to be casual-friendly again. Plus, the devs have not especially catered to the hardcore community and repeatedly stated that those are in the vast minority. So unless the are trying to somehow take a 180, this really might be not intended.

    That said, I'd like more challenging content to a certain degree. New dungeons shouldn't be beaten instantly like LoL. 1/x MC/CN runs were the glory days, because not everybody could actually beat the last bosses and had to gear up through partial runs.
  • mrvincent1959mrvincent1959 Member, NW M9 Playtest Posts: 740 Arc User
    edited March 2015
    Thanks for the great post OP. It's not easy getting a party together in preview to test things, so I was hoping for some feedback on level 70 dungeons. Adjustments will have to be made to allow less geared players to be able to accumulate the Seals Of the Protector, or they will just abandon the game all-together.
    twitch.tv/kaligold
  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited March 2015
    I don't even see the point of running any dungeons without any good loot that can help me progress to better gear.

    I want AD.
    I want RP.

    I don't want seals, blue gear or bound crappy stuff that I wont use. Im not spending an hour in a dungeon for less than 200k AD. I miss the the days CN were the best thing in this game. When the loot was actually worth up to a million AD.
    ZengiaH@ejziponken
  • candinho2candinho2 Member Posts: 550 Arc User
    edited March 2015
    Thanks for the great post OP. It's not easy getting a party together in preview to test things, so I was hoping for some feedback on level 70 dungeons. Adjustments will have to be made to allow less geared players to be able to accumulate the Seals Of the Protector, or they will just abandon the game all-together.

    Man i'n realy glad i've bought ESO, and it's half way downloaded(31GB download :( ). it'll take a month or 2 to devs fix pvp/pve kkk i'll be on eso till they fix it kkkk cya
  • djoffer1djoffer1 Member Posts: 404 Arc User
    edited March 2015
    candinho2 wrote: »
    Man i'n realy glad i've bought ESO, and it's half way downloaded(31GB download :( ). it'll take a month or 2 to devs fix pvp/pve kkk i'll be on eso till they fix it kkkk cya

    Just started ESO yesterday, and so far i am really liking it. A lot different than NWN but atleast it have some good stories and quests in it:)
  • commanderdata001commanderdata001 Member Posts: 307 Bounty Hunter
    edited March 2015
    double post
  • commanderdata001commanderdata001 Member Posts: 307 Bounty Hunter
    edited March 2015
    Well I hoped they will be challeging.
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    edited March 2015
    None of these dungeons are suppose to be possible right off the bat. Most of us will have the required Item level but not the required gear. After a month, these dungeons will begin to be possible. :rolleyes:
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited March 2015
    If its intended, rewards must be worth the pain. U r not going to play 3h dung with 50 reapeats for 10 seals reward. Thats just a joke.
    I just think some some1 put one 0 too much in dmg multiplicator. I hope so. Well i can understand if boss will have killing atak for 500k base dmg or so. If it will be atk focused on one tanking him. ONLY. somthing liek bloodbath will wipe party regardless of if u can dodge or not. One die and u have 4 targets only, and classes like gf, op, sw and gwf will die.

    I will be happy if dungs will by hard (base dmg from 50k-500k, max on boss atk) with rly nice rewards (at least guarantee purple drop normally obtianed in seal shop, unbound. Come1, r u joking me, blues?) but not near to immposible. Lets remember, we wont have r12 first day. For me personaly r9 will be best on my toons. Probably forever. I dont even want to refine any further. Not speaking about farming.

    (Sin)cerely
    Kain

    I don't know man, my first Spellplague runs, back in beta, were lasting a good 2h or even more, depending on the party. That's not glorious in comparison with the current standards, but it was fun and the loot was worth it, at that time.

    I belive that while there might be a bug, everyone is panicking because the meta is changing. GFs are going to have to tank. DCs are going to have to heal. CWs will have to focus on control. Then there's two wildcards for other dps classes with some support abilities.

    I don't think a 300k hit from a boss is outrageous. Don't get hit by the boss, that's all. In the OP we clearly see that these people were standing in red, and then OP comes here and complains because he can't do that anymore. Well, guess what, red is supposed to be deadly. Some adds are hitting quite a lot but minions always hit hard in this game, and there's a good reason to that: they have very little HP. The more I read the figures in the OP, the more I'm laughing at the complaint, because he was just standing in red, having aggro from the boss while he shouldn't (that's the tank's job), and someone didn't stunlock minions to kill them asap. They were doing very noobish mistakes. Standing in red should be a no-no. Not letting the tank building aggro also seems like a bad idea.

    If we remove the "I was standing in red trolololo" damage, it suddenly seems very reasonable anyway.
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited March 2015
    diogene0 wrote: »
    So FYI the cragmire boss now has what's called an "enrage timer". Kill it before the playground disappears. It's not a bad thing. I don't know if the damage is intended or not. If it is then it's a "don't get hit or you die" scheme. While such games can be fun it would be kind of new for this one. Let's just wait and see.

    The most damage we ever did to him was 5 million. His health never got below 85%. That puts his health at, roughly, 30 million HP total. That seems about right since Lostmauth had 21 million HP and this is a higher tier dungeon. There's no way a party of 5 will be able to do 30 million damage before the floor is completely covered with fire. It's not a "kill him before the floor is covered" mechanism. It's a "you better strategize about how to periodically clear the floor of fire in addition to just killing stuff" mechanism.
    [SIGPIC][/SIGPIC]
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited March 2015
    diogene0 wrote: »
    In the OP we clearly see that these people were standing in red, and then OP comes here and complains because he can't do that anymore. Well, guess what, red is supposed to be deadly.

    Uhhh.....right. Believe what you wish.
    [SIGPIC][/SIGPIC]
  • scathiasscathias Member Posts: 1,174 Arc User
    edited March 2015
    I was the GWF in this run and while i very very much enjoyed the challenge there is an issue with the damage dealt by both the boss and the adds in the final fight. In the lead up to the to boss it isn't so bad that the adds can one shot you because they are all you have to focus on and you can use the terrain to break their line of sight etc, essentially you can strategize to complete that portion easily enough and we finished this portion in less then an hour, most of which was spent learning the tactics needed to stay alive and then learning to execute them properly.

    The final boss fight though something needs to change. There is no terrain (read corners) to use to avoid add aggro to avoid an attack it is just an open area. You all know what the CC boss room looks like, you know where the adds spawn (about 3 per side of the room with equal numbers of archers and melee adds (about 6 adds per wave)). the boss spawns with no adds and you can get him down to 95% HP before the first wave of adds spawn (they are on a timer, not a % of boss HP) these adds are easy enough to clear because there is only 3-4 firebomb red areas on the ground (the fire areas tick for about 20-30k damage per second when you step in them) though while you clear the adds you will have to deal with 2 new fire bomb areas.

    Now you can fight the boss again during which he will teleport across the room to do what he likes while you chase after him. if you can aggro him in a clear area to fight him that area will soon be covered in red from another firebomb attack. during this phase the boss has added another 3-4 firebomb red areas such that about 80% of the floor is covered in red. Now the one shot adds spawn again and you have no way to get to them, the boss is still attack and there is no way to avoid his attacks without standing in more red.

    The only thing you can do now is clear the red area by breaking the bosses keg of grog at the back of the room (no this is the actual tactic) which then sends the boss into a Drunken Rage doing as abaddon described, a large number of hits, that hit very hard and end the boss fight. at this point there are adds and the boss is at best 85% hp.

    During the fight the GF is able to get one shot through block by a boss attack that activates too quickly to avoid (the animation on attacks has been sped up on several bosses including the scorpions in Lostmauth). The boss is supposed to hurt, i get it, but an attack with 4 million base damage seems excessive. I had an add walk up to me while i was running to meet him and do a melee attack for 160k (97k). Their normal attacks hurt really really bad now and there is no red area telegraphed by these minion adds to inform you that it is coming. Unfortunately we were unable to progress far enough in the boss fight to see if the Hexer adds would also start spawning farther into the fight since the first 5 minutes (85% hp) they did not.
    Guild - The Imaginary Friends
    We are searching for slave labor, will pay with food from our farm!
  • zekethesinnerzekethesinner Member, NW M9 Playtest Posts: 805 Arc User
    edited March 2015
    I rly would not mind if red would 1shoot. Tho if whole arena is in permament red... that first second its enought to get 500k dmg (pre mitigation, DR etc to be 1shoot. 1.6mln hit or so is too much, GF wont be able to sheild this, 500k is still possiblem, shoudl be no more than 30k hit after shield. Easy to eat even in mod5 standards. (usualy 180k~ golem IBS is 12k on shield, so...)

    (Sin)cerely
    Kain


  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited March 2015
    I still gotta get past the Competing Adventuring Party in Crag more Crypt.

    Travel Blackdagger seems like a brick house of a boss... Should be an adventure of love and frustration trying to beat him! lol

    :cool:
    va8Ru.gif
  • katamaster81899katamaster81899 Member Posts: 1,157 Arc User
    edited March 2015
    I played eLOL on preview with a full level 70 party a few weeks back and it was completely doable, it took a few tries on lostmauth, otherwise it was actually pretty easy, and I was able to wear the HV set on my CW for everything but lostmauth.
    dulopa4e1d9.png
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  • scathiasscathias Member Posts: 1,174 Arc User
    edited March 2015
    Is this after stuff got buffed? because things have changed and you need to be using current info here
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  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited March 2015
    abaddon523 wrote: »
    Snip

    How does a party with a perma tr manage? I imagine that with a group of 5 perma tr's, it is not impossible anymore.
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited March 2015
    I played eLOL on preview with a full level 70 party a few weeks back and it was completely doable, it took a few tries on lostmauth, otherwise it was actually pretty easy, and I was able to wear the HV set on my CW for everything but lostmauth.

    Timing is very important here. When I walked into Cragmire Crypt with this group I believe I even said in chat "this should be pretty easy with this group. I was in here a few weeks ago with a much worse group and it wasn't that bad." Boy, was that inaccurate.

    Every patch they change things. Sometimes its intentional. Sometimes not. How it was a few weeks ago may no longer be relevant.
    [SIGPIC][/SIGPIC]
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited March 2015
    How does a party with a perma tr manage? I imagine that with a group of 5 perma tr's, it is not impossible anymore.

    Touche. It may be possible with perma-stealth TR.

    Though I don't think that should be the measuring stick developers use when tuning difficulty for the player base as a whole.
    [SIGPIC][/SIGPIC]
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