picar66 said:Scaling to 16k. as old tales are introduced 16k was a very high value (think around 19k was max to that time).
Now 16k is meh and further sacled down, dungeon is impossible.
So the beginning scale in relation have to be around 23k (now that 27k is max) not 16k il.
You can see very clearly that on run1 with artifacts all is fine (even if at 16k il), but if artifacts are forbitten in run 2+ the group has a hard time. Thats where you can see that more then 60% of damage comes from artifact and that is bad.
its not anymore a player skill test, its who has better Artifact (and artifact scales with power from char). And that is on all other contend the same. This makes high power low stat values on all stats the "best" Players, cause of high damage scaled artifacts.
IMHO the wrong direction of this gamedesign.
Hope you find a way to solve it for running event, or extend (repeat) event after fixing it.
lardeson said:
The dungeon is broken, due to scaling, first you are scaled down, and it seems that at each difficulty, the enemies become tougher and hit harder, WHICH SHOULDN'T BE A THING, the difficulty is not supposed to boost the enemies but to nerf you by disabling your artifact, making ur cooldowns longer, decreasing ur defense and power by 50%, but its rather nerfing you and at the same time boosting enemies.
menkhar said:
Cryptic, you are making this event not practical for decently geared/skilled "casual" players, and pandering to a base of like (maybe) 10-35 ppl who can get an artifact here, let alone the additions to the artifact, or the scarf/sash ...
That defeats the entire purpose of such an event, which (IMO) could be around LOMM level (or slightly less difficult), but instead is turning off lots of folks (most folks I talked to are not thrilled, and are doing other things in-game instead).
I really love this game (didn't mind the class tree overhaul in Mod 16, for example), but Cryptic you're making it harder and harder for me to play/support this game, if you have such a broken event.
Eliminate scaling in this Tales of Old Event, and I'm quite sure that most of the fanbase will be quite happy with it.
bojsha said:If you get dissconected by the server, you get kicked out of party and send to city, wow.
Comments
What I see now is a maddeningly long dungeon with too many adds and too few means to cope with hits meant for a game where pulls are smaller and healing has been toned down. Tales of Old has to be completed with a time limit and, due to its length, number of adds and relative slow speed of the party compared to the "old times", takes 25 minutes or more per run. The party has to run in order to avoid running out of time, adds are too many and do too much damage for their number, the sheer distance from start to end is too high with no means to reduce travel time. Players were told that with the new combat systems big boss fights with lots of adds would be a thing of the past, but DV stills sports waves over waves of heavy hitters and controllers as it originally was. Little to nothing has been done to tone the dungeon to the new combat system, and now players find themselves fighting hordes meant for combat rifles with slings.
I'd like to ask @Terramak what is the current complexion rate of 4x and 5x event runs, possibly compared to the same runs during last ToO where the old combat system was still in use; I'll go out on a limb and say that it's likely 0 (zero) or, at least, it tends to that number. Many people were waiting for this event and there is a lot of disappointment going on in public chats, so it would be mindful to show some consideration to this peculiar problem.
Quixaltic Guild Leader
GH20, pm for inv
Please fix them. It is a limited event time, mobs doo too much dmg.
Want to add a different PoV, what about issue wasn't current level of challenge but reward cost? I mean I'm fine with a +5 close to impossible if that would get a chapter from that, not 30 coins. Same for lower ranks completed.
On the bright side gotta say that having back old dungeon always reminds me how strategy was more a thing back in the past..
this, and the artifact not being scaled to 300 IL is a big issue because this was a good idea to give good rewards for a year-long event that needed a lot of farming.
So, now the items are not so great (I dont know if the belt-neck set is still a good alternative to others) and the work done is being ignored by a bad scaling system.
Why put this on preview then? this is a waste of time for everyone.
If people cant get this fabled chapter, better dont invest time in the 4th part of the event.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
As icing on the cake the chests are broken, allowing only one person to open them.
Masterwork IV turn ins are STILL BROKEN since November of last year.
Do the devs want people to play this game?
https://www.theholycrusaders.com/
Just bad. Really bad.
we players didnt ask for scaling, not this kind of scaling.
they wont fix CTA or any weekend events. why released bugged or poorly made, or got too lazy? make players frustrated? we want our game back and fun.
no fix? then no more buying monthly VIP! not going to feed you chupacabras unless it all fixed!
Scaling is capped which is a joke with the current scaling problems. You have no idea how long I cherished running this event and now with this stunt you failed to comprehend the disappointment. Your lack of QA and testing events, scripts, dungeons, scaling, content is directly leading to loss of player base.
Solutions : You need to remove the scaling in this event dungeon. Look at adding more Houseglass timers / extra lives. Extend duration of event.
I dare you developers to play this dungeon with the average player gear capped at IL 16000 and see how far you get.
Now 16k is meh and further sacled down, dungeon is impossible.
So the beginning scale in relation have to be around 23k (now that 27k is max) not 16k il.
You can see very clearly that on run1 with artifacts all is fine (even if at 16k il), but if artifacts are forbitten in run 2+ the group has a hard time. Thats where you can see that more then 60% of damage comes from artifact and that is bad.
its not anymore a player skill test, its who has better Artifact (and artifact scales with power from char). And that is on all other contend the same. This makes high power low stat values on all stats the "best" Players, cause of high damage scaled artifacts.
IMHO the wrong direction of this gamedesign.
Hope you find a way to solve it for running event, or extend (repeat) event after fixing it.
The dungeon is broken, due to scaling, first you are scaled down, and it seems that at each difficulty, the enemies become tougher and hit harder, WHICH SHOULDN'T BE A THING, the difficulty is not supposed to boost the enemies but to nerf you by disabling your artifact, making ur cooldowns longer, decreasing ur defense and power by 50%, but its rather nerfing you and at the same time boosting enemies.
And considering the fact that its just an event, which is timed, it shouldn't take more than 10-15minutes per stage, considering stage 4 and 5 take alot longer, you dont need to spend the whole day just to get ur 45 coins.
That's all fine, good, and dandy if this event will repeat itself (exactly as is) next year, but the in-game text for the event doesn't support that. Also, as it is now, Tiers 3-5 are much, much tougher than TOMM. Who exactly is gonna get the artifact from this event? Folks living on Red Bull, extra strong coffee, and Mountain Dew? 'Cause most folks might do a few Tier 1 runs, and that's about it ...
Noticeably, the amount of folks in PE zone chat asking to group up for this event quickly died down after the first few hours ....
Really, scaling for this event is horrible, and shouldn't exist.
Cryptic, you are making this event not practical for decently geared/skilled "casual" players, and pandering to a base of like (maybe) 10-35 ppl who can get an artifact here, let alone the additions to the artifact, or the scarf/sash ...
That defeats the entire purpose of such an event, which (IMO) could be around LOMM level (or slightly less difficult), but instead is turning off lots of folks (most folks I talked to are not thrilled, and are doing other things in-game instead).
I really love this game (didn't mind the class tree overhaul in Mod 16, for example), but Cryptic you're making it harder and harder for me to play/support this game, if you have such a broken event.
Eliminate scaling in this Tales of Old Event, and I'm quite sure that most of the fanbase will be quite happy with it.
That would be me, but its not working.
I dont know what to do or say anymore to help this game out. People do want to play it, but why does situation have to keep happening over and over and over.
All I can, since I posted this thread the last tales of old is maybe change the game management? I wish I didn't have to say it out loud, but no one is listening it seems.
Even if you took me out of the picture the situation is still the same
Tales of Godot!!!
Born of Black Wind: SW Level 80
This instance of incompetence is particularly frustrating to me, as Tales of Old is/was one of my favorite things that NW has done in recent memory, and I have been around long enough to have enjoyed (sort of ) Dread Vault before it was whisked away for a few years. Seeing it now rendered nigh-impossible due to design/developer/QA neglect or ignorance is a real shame.
I hope that the team at Cryptic sees these messages and takes aggressive action in fixing this event, but with nitocris on medical leave for a few weeks, I am not optimistic that anything on the forums is going to get much attention, certainly not before the event ends.
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