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Epic Dungeons general difficulty, better with Mod 6 or Mod 7?

arcofortep12arcofortep12 Member Posts: 2,265 Arc User
edited August 2015 in Player Feedback (PC)
Since there is some hot debate recently on this matter I think it could be useful to provide a feedback to developers that lately have been very open to the community and fixed somehow what for many was ruining their pleasure playing the game, the general high difficulty encountered in Epic dungeons.
We all know what the old increased level of difficulty provided to the game, people leaving, people harassed, people kicked for not being a perfect match for the party, etc., so if you do appreciate the tone down, vote for it. If you like as it was in Mod 6, harder, vote the other option.

Thanks

Epic Dungeons general difficulty, better with Mod 6 or Mod 7? 114 votes

I like it now, it's a bit easier and I fully appreciate it!
73%
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I like as it was before, I prefer that level of challenge!
26%
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«1

Comments

  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    I like it now, it's a bit easier and I fully appreciate it!
    They need to re-release the missing dungeons and provide some that are 2500 or even 3000 ilevel for the hardcore veterans who are bored. Mod 6 took dungeons away and left only equipping dungeons, no "hard" dungeons for the truly "gifted" among us.

    I see the problem as that PWE/Cryptic has failed to supply challenging endgame content--while they failed us for a whole mod by pumping up what should have been already fine.

    While they are at it, they could dispense with the seals and let us farm for equipment again....
  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    edited August 2015
    I like it now, it's a bit easier and I fully appreciate it!
    The T2s are still not that easy for the 2k IL that they say thety are for. Neverwinter should have T3 Dungeons for 2.6 IL and above maybe a underdark t1 and a t3 dungeon would give the BIS something to work with
    I for one at 2.7Il struggle with t2 being a HR and are thankfull for the slight change at least I don't get 1 shotted
    jhp
  • klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited August 2015
    I like it now, it's a bit easier and I fully appreciate it!
    No brainer, they're better now.
  • seadragonxseadragonx Member Posts: 11 Arc User
    I like it now, it's a bit easier and I fully appreciate it!
    The dungeons should be playable according to the suggested minimum item level. If a proper group with item level 1600 attempts to do an 1600 dungeon it should be hard for them BUT doable in my opinion.
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  • blazious11blazious11 Member, NW M9 Playtest Posts: 331 Arc User
    I like it now, it's a bit easier and I fully appreciate it!
    Difficulty should'nt depend on mob health or one-hits. IT should come from variety, and roles.
    Mod 4 mobs are good example - archer, CC tank, good damage Tr-s etc. Or some mob group in MC - healers, AP drain powries, Hard CC and one-hit from Totemists. Archers and some other mobs shouldnt onehit, but need faster attack speed. Big mobs need onehitting, slower attacks, that can be dodged, like golems.
    But increasing +50% hp for all mobs, or increasing, decreasing overall damage is poor balancing IMO.
    My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
  • wentriswentris Member Posts: 542 Arc User
    I like as it was before, I prefer that level of challenge!
    This pool is pointless, mod 6 dungeons were like they were because of the DR bug. They should have left everything as it was and focus on fixing the bug only. I like the dungeons more now because of no bug, but I think they would be better in mod 6 + bug fix.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    i personally dont care.
    simple, hard what changes?
    the reward is worth less than the key to open the chest.
    dungeons are just an ad sink.
    and btw we dont have any new " dungeon" ( if we can call it like that ) from a WHOLE year, meanwhile we lost more than half of them. so really, i dont care about dungeons and their difficulty
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  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    i didnt vote, i prefer pre mod 6 which was easier, but had issue with group kicking out unwanted or under-geared players. now i run with guildmates instead of random pugs.
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    I like it now, it's a bit easier and I fully appreciate it!
    rayrdan said:

    i personally dont care.
    simple, hard what changes?
    the reward is worth less than the key to open the chest.
    dungeons are just an ad sink.
    and btw we dont have any new " dungeon" ( if we can call it like that ) from a WHOLE year, meanwhile we lost more than half of them. so really, i dont care about dungeons and their difficulty

    +1
  • kaknoepkaknoep Member Posts: 27 Arc User
    I like as it was before, I prefer that level of challenge!
    Did a Epic dungeon last week, (2400 ilvl HR) got killed 6 times over 2 packs of trash and left the dungeon.. ill try again next mod.
    That *wall* people talk about seems to be inescapable.
  • dsn1118dsn1118 Member, NW M9 Playtest Posts: 682 Arc User
    kaknoep said:

    Did a Epic dungeon last week, (2400 ilvl HR) got killed 6 times over 2 packs of trash and left the dungeon.. ill try again next mod.
    That *wall* people talk about seems to be inescapable.

    Are you serious patch came online this week and you are talking about last week.Get the latest news before writing your frustration here
  • juleadreamjuleadream Member, NW M9 Playtest Posts: 372 Arc User
    edited August 2015
    I like it now, it's a bit easier and I fully appreciate it!
    I agree with the T3 dungeon suggestion, but I would make all dungeons available at all tiers; 1.6, 2.0 and 2.4 would be my suggestion. T1 should drop (roughly) 80/20 Elemental/Protector seals, T2 should be 50/50 (but a total less than the amount given in T1 to deter them from becoming the "go-to farm" dungeons for seals), and T3 giving 20/80 Elemental/Protector seals. This would allow people to farm the Alliance set to do the T2s while working towards earning Elven, Dragonflight or Lionsmane, with T2s intended to allow them to finish the Epic sets (and continue earning Elemental seals to buy gear for alts), with the amounts earned in T3s for the purpose of completing sets and also gearing alts. I would also change boss drops to a guaranteed drop of at least something (a couple of Aquamarines at the MINIMUM), with the final boss ALWAYS dropping a piece of gear. Nothing worse than dealing with a hard fight only to check the corpse and find NOTHING.
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  • bushman1414bushman1414 Member, NW M9 Playtest Posts: 18 Arc User
    Poll has noe proper choices, mod6 - 7 dungeons are not valid.

    Mod1 to 5, dungeons existed way that players can complete them, players got overgeared and dungeon difficulty dropped too low and most player complained "too easy"... well, I think "too easy" is easy fix just dropping gear and play "naked"...

    Currently it is, glitch or no reward.
  • xxmantaraxxxxmantaraxx Member Posts: 362 Arc User
    I like it now, it's a bit easier and I fully appreciate it!
    I like a challange but no trash mob should hit for more than your health pool even with a crit. I shouldnt need KV+DS+AS active as a gwf to survive an encounter with 3 trash mobs that at any point could one shot the hell out of me. I am comfortable with the most recent fix.

    Ara Atheanes GWF
    Traxus Atheanes GF
    Bastiel Atheanes DC
    Ellara Atheanes CW
    Keira Atheanes TR
    Sarasin Atheanes SW
    Jerkface McGee HR
    -MANTARA- OP

  • blinxonblinxon Member Posts: 567 Arc User
    I like as it was before, I prefer that level of challenge!
    Im missing the point in OP:
    "Its easy but i still need exploits to clear dungeons like eCC"
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  • malfoirmalfoir Member, NW M9 Playtest Posts: 39 Arc User
    blinxon said:

    Im missing the point in OP:

    "Its easy but i still need exploits to clear dungeons like eCC"

    Vote has no option for me, but this +1.

  • reiwulfreiwulf Member Posts: 2,687 Arc User
    I like it now, it's a bit easier and I fully appreciate it!
    we need NEW dungeons! isn't this called dungeons and dragons? we have got some dragons lately, but we haven't got any new dungeons in quite a while.
    2e2qwj6.jpg
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    I like it now, it's a bit easier and I fully appreciate it!
    Its not easier just the arp bug is gone and now DR means a lot and its no more a waisted stat.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • generaldiomedesgeneraldiomedes Member, NW M9 Playtest Posts: 207 Arc User
    I like as it was before, I prefer that level of challenge!
    getting to the boss in ecc was never an issue, there were no blanket arp 'bugs' or whatever that needed to be fixed. Specific fights simply needed re-balancing.
  • suxip01111suxip01111 Member Posts: 217 Arc User
    edited September 2015
    I like it now, it's a bit easier and I fully appreciate it!

    I think the lack of dungeons is caused by the uber long queues that will happen if they get introduced because people would split among them. I remember in Mod 5 even longer queues than what we have now. Besided PUGs are even now trash. People leaving and the the need to requeue. I won't imagine how I could wait for more time in the queue with people leaving without a penalty.

    The queue times are also made longer because of the lack of healers and tanks queueing, I know this because whenever I queue with my GWF or CW, it can take up to 20 minutes for the queue to pop, but whenever I join a queue (ANY queue) on my DC, it pops within seconds, every single time.

    If all the dungeons were brought back, the queue times would explode as the finite amount of tanks and healers are spread thin between them.

    There is a solution to this though, all they have to do is use the CTA skirmish system when bringing dungeons back, simply put them on a weekly rotation. Week one you can play the current 3 dungeons (ETOS, ECC, GWD) and 1 revised dungeon, for example, CN. Week two you can play the current 3 dungeons and a different revised dungeon, for example, FH, and so on. This will keep the concurrent number of dungeons down, keeping queue times relatively low, and giving people new (old) content to play.
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    I like as it was before, I prefer that level of challenge!
    The dungeons in mod 7 are sad in comparison to mod 6. Rediculously easy for any group that knows what they doing.
  • vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited September 2015
    I've come to expect a level of difficulty with epic dungeons, that was half the fun. The Mod 6 dungeons were supposed to be difficult (at least from what I remember from developer patch notes), and I'm still trying to wrap my head around why the difficulty was reduced now.

    Having said that, throughout Mod 6 I felt the epic dungeons were way too difficult at the time. Although since then, characters and party compositions have improved. I would have wanted the change then. Now, I'm ambivalent towards it.

    On the flipside, I think the change will be much better for those working their way towards the Elven Armor or Elemental Alliance set.
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • commanderdata002commanderdata002 Member Posts: 312 Arc User
    I like as it was before, I prefer that level of challenge!
    When DV, CN was too hard we made better party, gear and tactics not polls...
    stock and stone I can master, but there's a Wizard to manage here!
  • laderlader Member, NW M9 Playtest Posts: 48 Arc User
    I like it now, it's a bit easier and I fully appreciate it!

    Difficulty should'nt depend on mob health or one-hits. IT should come from variety, and roles.
    Mod 4 mobs are good example - archer, CC tank, good damage Tr-s etc. Or some mob group in MC - healers, AP drain powries, Hard CC and one-hit from Totemists. Archers and some other mobs shouldnt onehit, but need faster attack speed. Big mobs need onehitting, slower attacks, that can be dodged, like golems.
    But increasing +50% hp for all mobs, or increasing, decreasing overall damage is poor balancing IMO.

    I need to agreed with this, above all with the "poor balancing".
    The devs really tried to correct the rush CN (and others dungeons) of full dps/pugs and something like that, making the game more difficult. That's ok, cuz the game have other classes, and etc. But the way it was done sound the game was "new", deleting the old stuffs.
    U guys have add new lore with mod6, and we still dont have any dungeons with that. We 'secure' PE from 4 differents characters, and just that.
    The t2 now fell just for gear up.
    In mod4/5 u can farm Dragons (WoD/Rothé Valley/Whispering Caverns), Tiamat, t1 gears, t2 gears, coffers, CN, eLoL, SoT and other places when u was bored, but u just feels like... well, what i can do now? It's just lack of end game.
    I really dont care if the devs tried to make a 'new' game, upgrading all the difficult and rework everything, but it seems that missed planning in all this.
    I really hope that in the next mod (Underdak) have better planning, add new stuffs, like DV and t3 dungeons, and places to farm something.
    [i can not disagree that mod7 add stuffs, but it was fora specific portion of players. i have a really small friends-guilds, and upgrade it will take a looooot of time]
  • mattsacremattsacre Member Posts: 330 Arc User
    I like it now, it's a bit easier and I fully appreciate it!

    I think the lack of dungeons is caused by the uber long queues that will happen if they get introduced because people would split among them. I remember in Mod 5 even longer queues than what we have now. Besided PUGs are even now trash. People leaving and the the need to requeue. I won't imagine how I could wait for more time in the queue with people leaving without a penalty.

    The queue times are also made longer because of the lack of healers and tanks queueing, I know this because whenever I queue with my GWF or CW, it can take up to 20 minutes for the queue to pop, but whenever I join a queue (ANY queue) on my DC, it pops within seconds, every single time.

    If all the dungeons were brought back, the queue times would explode as the finite amount of tanks and healers are spread thin between them.

    There is a solution to this though, all they have to do is use the CTA skirmish system when bringing dungeons back, simply put them on a weekly rotation. Week one you can play the current 3 dungeons (ETOS, ECC, GWD) and 1 revised dungeon, for example, CN. Week two you can play the current 3 dungeons and a different revised dungeon, for example, FH, and so on. This will keep the concurrent number of dungeons down, keeping queue times relatively low, and giving people new (old) content to play.
    I get your idea for a fix, but there is a even simpler one: Make healers and tanks desired toons to play. DCs are so gimped and simply "ugh" to play, that many players either don't even start one, or rarely if ever bring them out of the garage if they do (I know I very rarely bring mine out). A overwhelming amount of the DCs out there are just part of profession armies.

    They did do some work on the GF that made them a "tad" more fun to play, then shortly there after nerfed them again. Then fixed a long time feat path and made it balanced, then screwed up the way lifesteal works and made it bad again (as well as played with other classes that made them more interesting to play making the GF boring again by comparison)

    On another note: They need to either totally do away with the seal dynamics of dungeons OR create a seal vendor that lets there be trade ups of old seals to higher tiered ones. This would let your old and never usable seals to be traded up and used, and for those less adroit at game play let them do less difficult dungeons (1.5, 2 etc.) for fewer seals to save up and get geared enough to have the forgivness factor of better gear when they are ready to do more difficult dungeons.

    My vote is do away with them, they are a poor reward system, they need to actually make drops that are comprable to the dungeons and not have some stockpile of HAMSTER to get HAMSTER system.

  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    I like it now, it's a bit easier and I fully appreciate it!
    for those that thinks pve is not challenging, pvp forum welcomes you :smile:
    icydrake%20avatar2_zpsg7rp0xti.jpg

    Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
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