Recommended (fail more if not have this)
Armored griffon
Swarm
Maxed Barksheild for dps
Annihilate (BIS only)
Deals ~1,000,000 damage to the current target
Disintegration Wave
It deals ~1,600,000m damage.
Creeping Ice
deals 152,625 damage per second to players on the ice
(non BIS dps dead in 2 seconds)
Firebomb Explosion
Choice between 1 player taking 1,600,000-1,700,000 damageOR
~1,200,000 Area of Effect damage and deal ~620,000 damage per second over 10 seconds.
Heatwave
Fire damage over time: Deals ~223,850 damage per second over 10s.
(non BIS dps dead in 2 seconds)
Searing Chain
This ability will chain 2 players together, it deals ~200,000 damage per second, it breaks if the chained players run away from each other.
(non BIS dps dead in 2 seconds)
The above is some of the FEATURES of tower of the mad mage. It should rather be called 1% only welcome
These mechanics is why most players abandoned this game . It is laughable to just make an entire mod for BIS only players. Most non BIS players will not be able to finish mod 17 for the next 2 years.Just like a large amount of player base have still not completed the Ravenloft Campaign(I love Castle Ravenloft but too hard for lower geared players we need a scaling system for dungeons so all can do all dungeons/trials)
There are more than BIS players in this game
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
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Comments
1. Interesting to note that there more people on weekends (at least at the few times I've checked) playing ToMM than LoMM
2. My guild + attached friends run now ToMM and not a single one is BiS. Let me try it with little simple words NOT A SINLGE ONE IS BIS
3. If you do want to make your BiS statement true, thus turning me into BiS, I will need about 80mil AD, thank you in advance. But somehow we manage with out it in ToMM.
4. Ahh btw, we don't have griffons, or swarms.
5. I will not even bother arguing about the damage values themselves and the mechanics, as you have not a single clue what you talk about.
6. People who completed ToMM are in the hundreds, I wonder what is the count on those who have issue completing Barovia campaign, counting the fact, that it doesn't require the completion of the dungeon... .
7. Why the complaint then about content, if you have Castle Ravenloft to run?
8. More people left the game because their guild leaders spent more time whining instead of helping them and organizing runs and teaching them the game and various dungeons.
M16 and M17 made FBI, ToNG, CoDG, Castle Ravenloft extremely easier than they were before. In fact, after mod 16, new DPS players in my guild could enter LoMM (the end game dungeon for that mod) after just 2 months playing. I needed to play for about 3 months to just have a chance for ToNG in M15, and it wasn't even the end-game dungeon at that time: CR was.
They apparently can't release more than one dungeon or trial per mod, and all these hard dungeons were nerfed and became easier to accommodate lower geared players. I wouldn't say that dedicating a *single, one-room trial* to end-game players is "laughable" or unfair. The real problem, IMO, is the lack of group content placed between LoMM and ToMM, leaving a lot of players for who LoMM is too easy and ToMM is too hard. Hopefully this problem is solved by future updates.
We completed an Alliance ToMM more than a month ago and many are far from BiS. We practice together every weekend since ToMM release on live and have discussions about how to further improve on our mistakes/failures. The key is communication and understanding of every mechanics, stats allocations, and the role of each party members.
Now we are able to successfully run ToMMs most of the time and able to at least carry/train more members.
It just take practice, dedication and more practice.
https://www.youtube.com/watch?v=eGDBR2L5kzI
As one of those people that have pretty much quit the game at this point i can safely say that it wasn't because of ToMM, in fact farming enough AD and figuring out how to get both of my characters sufficiently geared to not be liability in there was the only reason i stuck around for as long as i have.
People have been quitting in droves for years because the game caters to babies, not because the one piece of real group content currently available is *too hard* - there are plenty of mediocre end game players that quit after the rude awakening of not being anywhere near good enough to run ToMM ( even LoMM for some ) and there are even more mediocre end game players that cheese it with the totally working as intended artifact and farm it on a daily basis.
I myself came back in Mod 16 and started fresh with the promise of the game finally reintroducing some difficulty in PvE, only to be severely disappointed and having no incentive to continue playing within 2 months of brain afking through LoMM with Rank 8 enchantments.
Some day, some day hopefully very soon, whining until you get the content nerfed into the ground will stop being an effective tactic.
Damage mitigation being more important then heals was definitely a mistake though.
The most difficult thing is finding 9 players to run the trial with successfully or at least have an enjoyable time without being able to finish it yet. I'd love to see an endgame _dungeon_ (in other words content for a party of 5 players) that's very, very challenging and engaging.
Even if lots of players cant run / finish it, is a goal to keep playing and improving their characters to beat it. You feel very good each time you beat it, even if you did that lots of times.
And if you cant run it now, dont worry, even if you do it on mod 19, is a great content and very fun to play, not everything should be done for all the players in the first week.
I feel bad for you and all the players that want all the content to be doable with any rank 8 / 20K Item level characters. You dont understand how to keep players interested in a game. There are lots of casual games there, and you can play NW as casual too, but then you wont run all the content and that is fine.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
Demo since Mod 8 or so.
Trials having decent rewards is nothing new.
It was boring AF.
It is relatively exclusive to a few classes.
It needs a group of dedicated players who know what they are doing. It isn't really open up to casual players.
It will be defended by those who fit the above criteria.
It does not incentivize me to work on my character in any way. Perhaps I've just reached near the end of my playing this game ... who knows. I just don't care enough to want to try to play more of it.
That leaves ppl like my warlock able to fulfill only 1 slot and begging to be included in a party for getting a HAMSTERY bugged weapon set. So what do i do? I pass on that HAMSTER and stay with my watchers because im not welcome there
The iLvl requirement is pretty steep for guild-less or small-guild players. Right now I would have to spend hundreds to buy BiS to make up for the missing guild boons just to get in ToMM.
That said, the classes not wanted in dungeons is not ToMM exclusive. That is since mod 0 when you needed concrete classes yo beat CN. No Matter what the Dungeon is, people invite the class of the mod.
I did ToMM with players of all classes. Skilled players allways do a good job. Even if we get 98% balance people Will invite the classes that are best.
ToMM is nice because skill matters a lot. In mods 3-15 every Dungeon was a joke and no skill was involved so people invited best buffers and a gwf.
A lot of classes and paths were discriminated. More than now.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
https://www.youtube.com/watch?v=5Ue9ZE6fOEU
Here is an example of a group finishing it with no healers. If DpS coordinate well enough and share the annihilates around, you can probably do it with no tanks as well. Obviously, the fight would be smoother with 1 or 2 healers of any class and its also smoother if you take tanks, so it can be done with far more than the narrow window of things depicted in this thread.
Otherwise skirmishes just become yet more fast mindless 10 man dungeon variants like the "new and improved" codg. Push buttons watch mobs die, aoe just sit there since it doesn't even matter anymore, no tank or heals no problem, push pull/ledges meh just wait for pickup if you can't manage to walk around and not fall off...well done, now open chest. What a sense of accomplishment, just need to give everyone a title and trophy to top it off.
But its actually spot on. Very right.
I enjoy Svardborg these days, takes a bit of co-ordination but its really not that hard.
Working out the mechanics in Valindra's Tower was fun. And Also the end boss in Malabog's Castle. Learning to stay out of the red [pretty simple really].
SO yes make the boss mobs challenging, but give players a reasonable amount of time to react is my answer.