Are the master level dungeons bugged? Mobs are hitting me for over 40,000 dps per hit. (After damage resistance.) I'm just shy of 2500 ilvl, so I don't expect these to be cake walks, but it's really hard to feel like a hero when the weakest enemies in the dungeons can solo you like you're a rotten tomato. (And they don't solo, they bring a bunch of their friends.)
I run into this problem quite frequently and not just in dungeons either. In the epic dungeons, I'll sometimes get a lobby where the mobs will run extra fast and do super amounts of damage. And to top it off, they can do it out of range.
I've also run into enemies with God mode health. When I was doing the Elemental Evil campaign, I was fighting a group of the same exact enemies and one had this ungodly amount of health and super attack power. I even did a critical hit for over 120k and the health bar barely even budged.
well they are supposed to hit hard. All DPS characters will get 2-3 shotted (sometimes one shotted) even at a item level of 2500. The tanks will however survive. Unless you have a godly build of 4000, the mobs will hit you hard and its meant that way in the master dungeons.
This is why TANKS lead. Not accusing the OP of the thread, but nearly every pug dungeon I do, some gwf or tr is running past the tank to start an encounter, and instantly go down. I see this when i play both as my dps and tank. (Both lvl 70 2.1k+)
Group dynamics and basic dungeoning skills are a huge miss.
Yeah I'm very aware of the tank leads. Sadly there are very few tanks that can hold mob aggro even if the tank gets lucky and has a group that understands cc and proper target selection by the dps. That wasn't my question though. My question is if the mob are bugged in the amount of damage they are doing? Seems like they might have a damage resistance bug. I could be wrong and they are just that much harder, and that's why I'm asking.
I have done these master dungeons with 2600 GS no problem, tank needs to be good, heals need to be >average, and its not a problem.
The boss is always horrid in these master dungeons and often dps is lacking at this kind of gear score. so its very hard. id wait to get a higher GS personally
if you are in a group of mobs the mobs will get combat advantage on you and hit harder by around 15%.
i dont think this is a bug, neither will the people who read this, upload video or screen shots of what you describe if you still feel this is a bug. bare in mind if all the mobs are hitting this hard all the time, its likely intended
Oh I can't say all mobs are hitting that hard. I haven't been in with a group that has gone far enough to make that claim. I've tried to pug in several times and I can state that I haven't gotten lucky in that regard either. It's always 4 guys trying to solo it and me leaving after a wipe or two. Some group did make it pass the first boss at least though.
So I'm going to go with the conclusion that they are supposed to hit that hard. I'm not sad about it either. I was under the impression that this game was designed around facerolling...Ok maybe a little sad as I'll have to turn the spam channels back on to find a good group.
Coming from the PC version, back in mod 6, we had a major problem because the armor penetration was bugged. Moreover at that time, the mobs had less hp, but more damage output. Then the devs mitigated a bit by inverting the two. Dungeons like the epic GWD were very hard, close to impossible even for well geared groups. Group composition, the strategy and the builds of the support classes in particular must be optimized to complete the dungeons: that's more important than the item level. Ofc, no strategy works if you have underperforming toons: check your bilds, complete the campaigns, take the right boons, upgrade the right artifact weapons and gear pieces, upgrade the right artifacts and it will be easier. Today I can tell you that such dungeons are a cakewalk if you know how to do them. It's not only a matter of the amount of heals (if you're one-shotted, no heal can save you) or how strong is the tank: buff/debuffs and proper mitigation are an important part of the strategy.
Oltreverso guild leader Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
Good to hear. I came from the pc version and I'm an old schooler when it comes to mmo's. My biggest complaint about this game is that there aren't any real raids. Looks like I had given up hope too soon on there ever being anything even close to there being something of that kind of challenge in this game. (And I guess once I found it I just assumed it was a bug. Lol) I am happy to see that I was wrong.
Comments
I've also run into enemies with God mode health. When I was doing the Elemental Evil campaign, I was fighting a group of the same exact enemies and one had this ungodly amount of health and super attack power. I even did a critical hit for over 120k and the health bar barely even budged.
Group dynamics and basic dungeoning skills are a huge miss.
So I'm going to go with the conclusion that they are supposed to hit that hard. I'm not sad about it either. I was under the impression that this game was designed around facerolling...Ok maybe a little sad as I'll have to turn the spam channels back on to find a good group.
Dungeons like the epic GWD were very hard, close to impossible even for well geared groups.
Group composition, the strategy and the builds of the support classes in particular must be optimized to complete the dungeons: that's more important than the item level. Ofc, no strategy works if you have underperforming toons: check your bilds, complete the campaigns, take the right boons, upgrade the right artifact weapons and gear pieces, upgrade the right artifacts and it will be easier.
Today I can tell you that such dungeons are a cakewalk if you know how to do them. It's not only a matter of the amount of heals (if you're one-shotted, no heal can save you) or how strong is the tank: buff/debuffs and proper mitigation are an important part of the strategy.
Oltreverso guild leader
Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF