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!
I like as it was before, I prefer that level of challenge!
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Comments
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....
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
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.
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
That *wall* people talk about seems to be inescapable.
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.
Traxus Atheanes GF
Bastiel Atheanes DC
Ellara Atheanes CW
Keira Atheanes TR
Sarasin Atheanes SW
Jerkface McGee HR
-MANTARA- OP
"Its easy but i still need exploits to clear dungeons like eCC"
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.
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.
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]
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.
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