Dungeon is too aggrevating full of stuns, unskippable cutscenes , reflect damage stuff to just keep your brain afk that's the first boss 2nd boss is kinda fine, 3rd boss even when you get him down to 0% with the broken sunsword he still does his mechanics for 5 minutes which basically doesn't even have any point in killing the boss since it decides when to die. So please we're tired of those mechanics most people will most likely stop running it once they get their seals. Although it's nicely designed the annoying bosses ruin it.
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I mean had they actually allowed your control to at least slow Mini Bosses / Boss a bit more; or at the very least control resist reducing the timers they have an effect on you it wouldn't be so bad. Sadly however we only have but a few Artifact's that even offer Control &/or Control Resist; and certainly no Enchantments or Runestone's. Except the few Companions or Set Bonuses which I'd like to think is a raw % gain (not a % based on your Control or Control Resistence value) because today even if your an Elf / Drow with 10% resist, a Valindra's Set, and a Will-O-Wisp Companion a 50% control resistance modifier - doesn't even reduce Demogorgon by .25-.35s when he puts everyone in a Daze for 7 seconds. There's virtually no benefit or reduced time your held.
Also the reason why we likely don't see more Elves... Or Moon Elves...
Not to mention, that it sometimes feels like the NPCs are the only ones with a working "Control Resist" stat...
This could have been a fun mechanic, however its just not executed correct, leading to boring game play.
Making sure to have 5x Sunsword buffs helps, but at this point it can be a massive scroll burn, which makes it expensive with either trade bars or AD. Granted I haven't run it a ton yet, 5 or 6 times since unlocked after reset this week, but if this is how its going to be I don't plan to run it much after I get the seals gear I want for my played toons.
GWF: Vretzina
OP: Vee
DC: Evee
CW: nezterV
Leader - Valaraukari Ascension
Cryptic, you designed a dungeon that favour "tankklasses" with burst damage and high mititgation tools, there is not one demand for any CW-TR-Hunter-SW and I followed that dumb chat for about 10 hours ?
All parties so far run in a 100% "max-protection-dumbass-mode", no exception: GF with KV, prot OP, DO+AC DC, 1 dps --> fail 100%.
I feel like skipping this mod, can´t stand to run another 500 codg, or exclusively run demanded classes and shelve others, and I don´t feel like supporting that kind of "dumbass-modus-runs/dungeons" any more... honestly this is not entertaining any more, it´s more like embarassing.
"heeelp, lfm CR, need DO-DC experienced , we are inside dungeon please heeeelp"
Did you check that dungeon with different classes, I bet 100% you did not
One of my smoothest run so far was OP/DC/GF/2X GWF going down 0 times. It's definitely more down to the players than the class if you don't want to use any scrolls. I've taken every class through it now and I have to say every one is fine though taking a SW was probably the worst one.
I've been doing it with guildies with mix and match groups. I'm pretty sure you don't need a DC either and use a devo instead as there is nothing DC specific that is needed. I try to avoid pugs though, as I'm still learning and trying to consistently go through the dungeon without using any scrolls (like with codg) but so far I've only done 3 runs without using scrolls (out of 10) so I'm still in the process of figuring it all out which is a lot of fun!
and also the featured satirical comedic adventure "A Call for Heroes".
You got that OP, GF and DC. All of them do have one thing in common, they got high mitigation tools on top of solid buffs, it´s those 3 classes and one dps by choice/taste in near 95%.
OP-DC-DC-GF or OP-OP-DC-GF the moment you face onehitting mobs or bossfights with 3 overlapping, deadly aoe-zones within 1m^2.
Talking in chat about this issue I get answeres from proud online gamer telling me they do better and can solve dungeons in any combination of groups and avoid aoe ...
So far so good, first post was a GF-OP-DC-templock-1dps and second was a OP-DC-DC-GF-GWF run, nothing else to say.
GF claims to do good not dying by aoe or using scrolls (80% DR cap with 80% mititgation on top from incoming hits...) ..... a GF with shield up 24/7 not using KV, his teammates dying to the left and right standing in the "red sauce", awesome.
On last boss with enough dmg mitigation u can stand in all the red flares and not have ur team die. Because they are almost impossible to dodge. U can barely see the flares when they spawn unless ur stand on it, and even then its hard. When the blow up AoE comes up its already to late and u have no chance to get out of it. So u are forcing a stacking mitigation meta on the game, with GF, OP, DC and 2 DPS at most. In most cases just 1 for extra protections. Yet u have said in streams that u dont like this meta and ur trying to remove it, hence nerfs to DCs a while back. So could u maybe start making content that can be completed with the meta u want us to use? Without using tons of mass scrolls. Scrolls should be for bad play, or messed up situations. Not a default to even clear stuff cause u made it so by design.
The bat spawn attack at last boss seems horribly bugged. Some times he does the call for it nothing happens. Other times u see the attack starting, and u have time to dodge it and be safe. But most times u hear the call, the animation and the dps comes in the same moment. U have no time to do anything about it. Ive tried several times as DC, i use divine armor the moment the animation starts, before the divine armor is done casting and we have our temp HP, the team is all dead. And u can then either start over, or use scrolls of mass life. Not because u dont follow mechanics, not because u messed up, not because the team is to weak. Simply because of buggy content that is made very badly to begin with.
For Castle ravenloft, dont u think 13k itemlvl is pretty low? With everyone getting free enchantments, free primal gear. Getting 13k takes no time, no effort. And now cause u have that itemlvl set as requirement to enter everyone thinks they can do Castle Ravenloft, when most of them will not even get a fair shot at the first boss? If the content is hard show it to players with raising the itemlvl cap. Atleast for public, that way players can get the sence its hard. And then keep it low for private if anyone wanna go at it anyway, or a group wanna take a new player though. The itemlvl can always be adjusted in later mods when content becomes easier to the masses.
Joined a Random Expert Queue which was at the final boss, and the composition was an OP (Prot), HR, 2xGWF and my DC.
We didn't have the classic OP+GF+x2DC defensive combo, but we managed it fine. I dropped once, but was resurrected by my soulforge, and so didn't need to use a scroll of life for the fight. We also finished it without wiping. Most of the deaths of the other players were when they were standing at the wrong area during the AoE attacks.
The final boss mechanics places more emphasis on understanding what AoE attacks there are (which are telegraphed in advance), rather than stacking multiple buffs from each party member to burn the boss the quickest. It isn't a pure DPS race anymore.
For me, as a DC, it is a bit different, and healing really comes to the fore, especially if there aren't any other healers around. The healing is really needed in between the attack phases, so templocks may not do as well for healing. I find the healing part here more interesting than stacking and timing all the buffs and getting a perfect rotation (which has what it has been the past two major dungeons), to be perfectly honest.
And also, hasn't there been some calls to make healers more valuable in dungeons?
Someone else mentioned the batswarm attack and I was curious about that as well because sometimes it would wipe our entire party in the blink of an eye.
First boss:
- Stop attacking when she "dares" you to.
- If you stop and still die because you got chains, it was likely thanks to another party member not realizing they too should stop.
- If you got the book, keep left mouse button down and kite around.
Second boss:
- Hit things. Preferably hard.
Last boss:
- Pass that sword around to get 5 stacks for everyone.
- Avoid the center of the room unless it's to pick up the sword.
- Stand close together in case it rains bats.
- If you find yourself alone in a room, kite and stay away from the door because that's where the Executioner shows up from.
- A designated party member needs to pick up sword each time someone returns from the "nightmare world."
- If you have the sword, stand behind Stradh soyou don't get hit and you don't lose Sunsword charge.
- When the whole group gets lifted in the air, the person with the sword MUST press 1 immediately after the Sunsword says his line.
Sisters.
On my TR I've started to not proc SoD unless chains was just used, then I'll go through 3 SoD cycles then not proc it again until after chains. Its not ideal but its a workaround, not all dot classes have that option. Not to mention that when I do that I lose about 50% of my damage potential. I think only direct damage attacks should reflect.
As far as using the book goes, you can be a little more active than you think when you get really good with it. Lure in the sisters, stun them with the daily then run back to your group and remove the whispers of vitae debuff then scoot back on over and re-stun the other 2 then repeat. This helps mitigate your party members being turned into dopplegangers. It can be tricky but its doable.
What I dislike most in the 1st fight is the ADHD teleporting Sister of Rage. She really needs to have an internal cooldown on that teleport. The most frustrating part is that sometimes She will teleport constantly with no cooldown and other times just stand there and hardly teleport at all. I don't know if there is a mechanic at play here or not and if there is I have yet to discover it.
Arcolith.
no probs.
Strahd.
Gets pretty boring, there is as much standing around as there is actual fighting. Can feel really one-shotty at times, especially when some of those attacks crit on you. Then we have the Strahd Stroll, even after being fully defeated he still continues to attack your group dealing damage and potentially killing someone. Can I have that ability?
Timings on room powers seem not to care how quickly your defeating Strahd. I've seen people get spit out in the middle of the room after kidnap phase and instantly get killed by an aoe before they hit the ground.
Anyways. Glad we can beta test this dungeon for the console players. #feelsgoodman
Pets still do damage. Dot still does damage. Sometimes more than you can heal. This makes Warlocks useless, as their damage is mainly dot and their heal requires damage. As a Rogue? Shadow of Demise is up aaaand you're dead.
Use rightlick with the Book to shortly stun one, since they sometimes run off. Use your daily to stun both. Less read areas, so it's sigificantly easier to avoid them. Also makes it more fun than just running cirlces with leftklick locked. Tough their meele smoke attack removes AP, so timing is important.
Ya I've had that happen as well. Just as soon as chains end I would swarm, pop soul sight and boom.. stunned. then I know I have to hold back and not use SoD while I wait for chains again since I lost dps time being stunned, then chains.. chains ends I start up my rotation, pop my daily and boom.. stunned again.. its just a string of bad luck which makes the fight suddenly take forever when it could have been over in 2 or 3 good rotations.
If you have a good book-user you can reduce the amount of stuns going out but its not easy and has some luck involved, so far I've only seen myself and one other person be able to do it consistently. Tricksy thing is when I'm in CR I'm either primary DPS or primary healer so I can't use the book.
Its the encounter power you get when using the book, it removes the 'whispers of vitae' debuff from your party which is what turns folks into a doppleganger, as I understand it.
The idea is to grab the book, taunt Rage with 'right click' then channel taunt 'left click' on Vengeance until Rage starts to move near Vengeance. When they get near each other hit them with the 'right click' then run in to range and use the daily. At that point they'll both be stunned for a considerable amount of time, long enough for you to run to your party and press 'Q' to remove whispers debuff then run back while channeling 'left click' to build up enough AP to re-stun them before the initial stun wore off. Of course you have to do all this while avoiding ground effects and not let any of the sisters drain your AP. It gets considerably easier after you defeat the first sister.
But talking about intersting mechanics I can´t agree, sry.
There is a room filled with overlapping aoe, wiping a Party made without that GF (running KV) on top of that OP/DC pretty easy. The moment you die, the sun-buff vanishes and you might end up spamming scrolls, no way out, if your party is not made of tanks and DC´s or you run your toon dressed in leather near DR cap.
The average run can get pretty expensive if you skip that "safety-meta" OP-DC-GF. Please no comments like "I did it with xyz and we had no probs at 3. boss" or " just avoid that aoe L2P", that´s BS.
Next time cryptic, if you want to avoid a dungeon to be farmed by 3-4 classes+x, maybe give those attacks piercing abilty, by that no mitigation will be from any interst and it´s all about your footwork and some heals ...
In my eyes this enddungeon missed some aspects and classes in the game, same as it supports a meta we know for soo long now in a different way though. The rebirth of Tact-GF.