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[PC] Dungeon Scaling

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  • davidmokidavidmoki Member Posts: 54 Arc User
    edited April 2019
    -Bank heist is impossible, too many mobs from 3 lanes, mobs take ages to die now, so you cant kill them all before they attack the main "thing", which always leads to a lost.
    -River district small encounters (especially the cabal one) is no longer soloable, don't know if this is intended because you guys want to get rid of all the solo content, but Imma report it anyway.
    -You been sorry doesnt compensate all the time lost on random queues that leads into a broken dungeon, you should give a compensation to everyone.
    Post edited by davidmoki on
  • mythrackamythracka Member, NW M9 Playtest Posts: 26 Arc User
    Throne of Dwarven: Hulks don't charge to destroy barrier & mobs are on steriods,.. then run from back to front in about 2 seconds it seems,.. and totally overrun everything.
    Spellplague Caverns: still has bug on first boss where no ball on chain appears and boss stays forever immune.
  • grimzsabergrimzsaber Member Posts: 22 Arc User
    trying to keep myself from raging but here goes:
    AOE damage of mobs in most areas is way too strong, fire on ground, ice on ground kills instantly
    souls in valindra boss fight move too fast
    many coins bank heist 3rd phase is close to impossible, too many mobs since we cant split away from the tank at risk of being 1 shotted.
    throne the thoons dont charge.
    CN first boss takes 15 mins to kill but 2nd and 3rd boss is reasonably fast.

    any scaled 70 dungeon where there are a large number of mobs, or mechanics require the group to split is impossible since only the tank can take any sort of damage.

    i am all for making the content a bit more challenging since 3 mins to run through a dungeon was kind of ridiculous, but i dont want to spend 2 hours doing a dungeon either. find a balance
  • mentinmindmakermentinmindmaker Member Posts: 1,489 Arc User
    MSP also is unplayable.

    When we hit Kabal with the chained ball, he changes phase correctly(mob spawns stop).

    However he does not lose his immunity, which makes him unkillable.
  • tigermarytigermary Member Posts: 13 Arc User
    Just did dread legion skirmish and it was impossible because everyone was dying non-stop and I am level 80 now and could not keep alive because everyone and I myself was dying. The boss at the end, we could not even make a dent in its health. I used up 10 life scrolls (spent real money to get). So, some scaling fixes need to be fix there as well Master of hunt, and as others. I do appreciate the time you will take to address these issues and fine a balance for play, levels and skill, otherwise people will just give up and leave the game. Thanks
  • joqueras84#8733 joqueras84 Member Posts: 17 Arc User
    PLayed tong all is good only problem is we cant kill souls i mean we barely scracth them, tong is not fixed you need to look at souls they are imba.
  • foxxy#4211 foxxy Member, NW M9 Playtest Posts: 563 Arc User
    edited April 2019
    Tong, Iast battIe souIs are impossibIe to kiII, takes very IittIe damage

    PIayers with no augment pets are more scaIed down on dungeons than those with a striker, tank, etc, for so much Iess ratings




  • mentinmindmakermentinmindmaker Member Posts: 1,489 Arc User
    edited April 2019
    As for scaling, imo it should work like this:
    You do have base stat values for mobs at the various levels. (for player power and hp, just set something)
    For scaling, calculate what % effect you have against a mob at your level, or what % effect a mob would have against you.
    Then set the stats in the scaled instance so you keep the effect % you have at your level.

    That way you keep the relative power you have at your own level.

    It is a problem that tuning your character to perform well at your normal level has no effect whatsoever at scaled level.
    It also is a problem that stuff like arpen get scaled down so you are below correct level for the zone - this is the first thing anyone building a character would fix.

    This will cause you to lose scaled power when levelling up, but I think everyone understands that you are relatively weaker if you level up without doing the associated gear updates. Effect will be small anyways. Specifically for old players in Undermountain it will not matter much, since good old level 70 gear caps most level 80 stats.
  • dottynessy#7710 dottynessy Member Posts: 7 Arc User
    Bank heist pretty much needs a tank and heal every lane, so the normal queue allocation doesn't really work at all in there.
  • lardesonlardeson Member Posts: 374 Arc User
    it only took you 6 years to finally admit you were wrong ;) and i'll give you that, thats all i actually wanted, someone with balls to come out and apologise for the mess, now apologise to all your content creators, send out a video to them and make them knows they aint just some "folks" but people actually promoting your game.

    On the other end, this may have nothing to do with dungeons, but encounters are bugged, Ap game is almost null and its just random. sometimes you get 1%, others 2% and others 0%, yes with the same encounter, i tried this on different classes and it was the same. Hope to see a fix for that soon cos it makes no sense for my atwills to be giving me 2% ap and encounters giving less or nothing.
    Lardeson CW not Mage. Where's my fireball and my thunderbolt?
  • auron#6793 auron Member Posts: 386 Arc User
    <div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img>
    ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
    There is supposed to be an image here, but the hamsters took it.
    <div align="center">AKA Draconis of Luskan</div>

    Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande

    RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
  • picar66picar66 Member, NW M9 Playtest Posts: 118 Arc User
    And one thing i really want to adress.

    Since M16 ALL instances, stronghold and all zones except new undermountain are VERY VERY VERY laggy.
    One step ahead and 3 steps back, server responce times varying from 200ms to over 4000 ms.
    Dungeons are laggy as hell.

    what do you do against this?
    its from day one of mod16. And it happend with or without proxy (playing in EU zone).
  • foxxy#4211 foxxy Member, NW M9 Playtest Posts: 563 Arc User
    KabaI in MSP is bugged, firebaII expIosion doesnt break his immunity
  • mentinmindmakermentinmindmaker Member Posts: 1,489 Arc User
    Sisters at first boss encounter in CR are oneshotting tanks through shield on 10-count, making it impossible to do this in particular with the new 5 revives and out rule.
  • auramajeur3auramajeur3 Member Posts: 1 Arc User
    Not a particular bug I want to report, but feedback nevertheless.

    Don't get me wrong, the bugs that are present in most (if not all?) of the dungeons are annoying and frustrating.

    But my feedback to dungeon scaling is this: This game in its present state is not fun to play.
  • auron#6793 auron Member Posts: 386 Arc User
    picar66 said:

    And one thing i really want to adress.

    Since M16 ALL instances, stronghold and all zones except new undermountain are VERY VERY VERY laggy.
    One step ahead and 3 steps back, server responce times varying from 200ms to over 4000 ms.
    Dungeons are laggy as hell.

    what do you do against this?
    its from day one of mod16. And it happend with or without proxy (playing in EU zone).

    Here in Canada have the same issue but mostly in UM or other high population zones
    <div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img>
    ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
    There is supposed to be an image here, but the hamsters took it.
    <div align="center">AKA Draconis of Luskan</div>

    Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande

    RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
  • bigman99#8273 bigman99 Member Posts: 510 Arc User
    CoDG needs to have a re-evaluation of its mechanics now that the game mechanics have changed. Oh and there have been several instances of seeing and being the victim of a perma stun during the opening phase of the dungeon.
  • mzreaper#7914 mzreaper Member Posts: 12 Arc User
    the scaling in the dungeons can't be just one big blanket. If a character has things like accuracy and armor pen capped they should remain capped no matter how he is being scaled, just scale it to the contents cap. End-game lv80 characters should not be weaker then lv 70 ones. And might not be the right place but.. if dungeons take longer they need better rewards or else why would anyone keep doing 30-40 runs to get nothing in return? the system needs to be adjusted, the 1k up was not enough..
  • alagondar#1394 alagondar Member Posts: 3 Arc User
    Manycoins Heist - mobs are above lvl 70 and can kill in one hit while i have to hit multiple times just one. MSP - first boss is bugged, cant advance past that.
  • alagondar#1394 alagondar Member Posts: 3 Arc User
    Merchant Folly and similar skirmishes/dungeons - mobs are lvl 80 while i am 70. Also they have CC while i dont, Scaling just made all combat longer and you are in danger of loosing all players because nobody will bother anymore. This is my last post on problems, what i want to see next is me at lvl 80 in all dungeons/skirmishes.
  • muratttimurattti Member, NW M9 Playtest Posts: 417 Arc User
    The damage of the creatures is incredibly good I can't stand for 2 minutes.
    simple folly.
  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    edited April 2019
    So far I have done:
    Cragmire Crypts (RLQ): No problems.

    nDemo: still really hard to get aggro on Demo while he is immune (unless you’re a healer...). The goritso is subject to CC, which makes him a slow fight as you cannot get him to charge circles (it also makes him just a button mashing exercise as he does nothing). But it’s certainly completable.

    Master of the Hunt (multiple runs): works fine, no problems (He appears to have a new shield of blue electricity, but once DPS gets behind him to flank that melts fast.)

    Kessel’s Retreat (multiple runs): works fine, but the initial spike needs a red splat that appears at the start of the casting sequence. So people can dodge it better.

    Valindra’s Tower: no problems until you get to Valindra. The ghosts move at the same speed as PCs (even with a 10% plus buff to movement) and so you take constant hits of 30k or so (pre-mitigation), which makes that phase particularly difficult. I’m not sure how completable it is without a Paladin as I made extensive use of Shield of Faith to get our party through (and that was not on the first attempt).

    Manycoins Bank Heist: this should be 3/1/1 content. 12k iL doesn’t belong in RLQ. We didn’t have any trouble, but all but the 4 of us that queued in were all experienced and knowledgeable players with most of us having key stats capped.

    One thing I’m noticing is there is a learning curve on dungeons, skills have changed and so how you manage different fights has changed as well. Just going in with default tactics you have learnt in the past doesn’t always work.
    Post edited by obsidiancran3 on
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • mimicking#6533 mimicking Member, Cryptic Developer Posts: 83 Cryptic Developer

    Underdark Campaign: Daily: Defending the Sword Coast: Rescue Slaves from the Drow. Location: Drow Outpost. Mobs are level 81. My 14K level 80 Cleric can't even scratch em.

    Thanks - this was one I don't think we had catalogued- looking into it now.
    M.K.
    Go ahead, click on the chest...
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