I think it's high time you starting making Single Player Dungeons. Especially with the dying player base. Plus it'll be easier for you to do. Something like MEs with runes difficulty and you can get some good rewards from the chest, enchanting stones, companions etc... Keep us endgamers happy...
Just my 2 cents...
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Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
My typical farming (without doing expeditions) looks like this:
get invocations done if possible
tank in trial and pray I get edemo(tiamat is a failure way too frequently)
healer next in epic dungeon(I use a warlock, and no one complains)
run cleric healer in dungeon q(hes still pretty low level)
once my rogue, and wizard hit about 50k bonus they farm until they're out when I have a good high bonus I can pull almost 80k rad from edemo when I can open both chests.
every toon that can runs arcane reservoir, red wizards, and big grins tomb once per week, total of 13.5k for the week on each one.
It would be nice sometimes to be able to farm my rad solo, and still get good drops as well, but be able to get 100k in a similar amount of time as when I run with groups. I usually can get 100k from randos in about 90min tops with 2-3 toons running randos.
I use 1 rune MEs, WEs, and FEs for when I don't feel like waiting for others people. The issue with that is that it would take 6-8 hours on 5 toons min to get to 100k. Not to mention the time to farm chaos resonance so to increase the rad. My RNG is about the same in the expeditions when as when I run with a group or solo.
Just something different to try and entice players back into the game. And also a way for the new guys to learn and get better.
Again... Just my 2 cents...
I was on about specific solo Dungeons with rewards like enchanting stones, companions, transmute, etc that are specific to that dungeon.
Solo Dungeons would be easier to develop anyway and with the drop in player base would be ideal.
I have 9 toons mostly around the 19-21K mark. My Cleric is a third tier alt who has little to no support on the Arbiter Loadout since I use that character as a Healer. So all companions, mount bonuses, artifacts etc are about Outgoing Heal and Crit. (Her ArPen, and Accuracy are truly abysmal.)
So compared to my Barbarian, who is about 1500IL lower than my Cleric, my Arbiter build has about 60% of the DPS of my Barbarian who is built only for DPS and hasn't even got a Tank loadout. My cleric healer build has zero DPS, (Literally... I run that toon with no offensive capabilities and usually score 0 on paingiver).
Likewise, my Fighter has similar hand me down gear that accommodates Tanking, but his 20K IL is all about the Blocking and while the IL numbers are the same on both loadouts, his DPS is shocking.
Would the Solo Dungeon challenge be too much for Support or too easy for DPS?
How would this be addressed?
It would afford those that don't like, can't run, or just don't have time to run group content an option to at least finish the storylines in the game.
And yes, it is their fault sometimes. I have tried to be as nice as chat can convey, to make suggestions and such and they won't listen or tell me to "pound sand" cuz I'm not an elitist snob at 26k + IL. I just don't understand why they're all running dark enchants in their utility slots... I know these are people that had them for speed back pre mod 16 and didn't bother to replace em even with r8 tacticals. As soon as I started getting tacticals in lock boxes the darks came out of the utility slots.
All the best,
OPTank_
I want those 5 TR runs, 5 DC runs, 5 Tanks runs, ... 5 no armour runs, etc, back.
The effort to reward ratio has to be maintained.
For instance, running a solo version of Malabogs Tower would have the same monster stats as say the third tier of Sharandar, therefore the rewards should be no better that Celadains Tower. Maybe a few more Gold, XP and RP but there should not be any really good rewards for something that would be easy for DPS.
There isn't any way for the game to identify bots beyond really the players pointing them out and reporting them/booting them.
It's incredibly difficult to Bot an ME because of all the random elements involved.
But they are never going to reintroduce solo dungeon runs of any difficulty level that grants daily raD rewards beyond what you get out of the end chest. Because apart from diluting the pool of players for group content it is too open to abuse.
I've given up on ToMM until mod 18, or 19 as now for me it is "just another notch in the old bedpost" and doesn't offer anything that I feel is rewarding for my builds. The Lionheart set bonus is lackluster(IIRC haven't looked at it recently). Heck my healock is still running epic primal weapons as that set bonus is good for his build, and on the dps loadout they are good enough. He does have mountaineer weapons also at epic, but I don't have enough enchants to justify using those on the dps loadout, since the primals are good enough.
And we all know, that better is the enemy of good enough...
In that he talks about when he was working on another game, and a player asked for solo Trials. After some discussion, the player explained that they wanted it because they couldn't complete the campaigns without the Trials, and were either unable to match a group up, or just hated trials, I don't recall which...
But Chris and his team realised that they had to take another look at the route to completing the campaigns. Rather than the massive outlay in time, money and resources of making solo versions for people who couldn't find the players to run cooperative trials, or simply didn't like that part of the game, they looked at other ways for them to complete the campaigns offering options rather than a forced linear narrative.
So...
IF you are wanting solo dungeons for campaign completion, it's definitely worth raising the issue of Campaign Completion routes with Chris et al, maybe through the CDP. It certainly looks like that is an element of the game he is keen on addressing.
But if you want solo dungeons to bypass the route of grouped RQ to get your daily rAD bonuses, I'd suggest that you will be facing a very long and ultimately fruitless battle. The reasons not to do it just outweigh the reasons in favour of it.
Anyway, no, it's not about AD as I have over 10 toons and make AD easily so no.
Its about having something to do, something to aquire, either trans mutes, Enchanting stones, special companions, etc. The idea of farming a solo dungeon for any of these items would appeal to me and I'm sure some other players.
I, like so many players nowadays, play solo 90% of the time so would love having something to do other than the daily dungs (sometimes with awful players) and MEs...
I'm not an Elitist, just a long time player bored to death and looking for something to do meaningful solo... That's all...
And I don't mean something too difficult like soloing Tong ha ha