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T2 Boss encounters and adds

sourpiezsourpiez Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 2 Arc User
edited May 2013 in PvE Discussion
I just want to start out with stating that I love the mechanics in this game. But do the majority of boss encounters in T2's have to continuously spawn add's that just respawn when you kill them? It makes every encounter about controlling adds instead of adding different boss mechanics. As a cleric, I find myself running from add's at least 80% of the time even with 46% threat reduction. It's frustrating and doesn't add any fun to the encounter especially since I have to stop moving to cast almost all of my abilities or build divinity. My job should be to heal and support the team, no kite adds around all fight. Although I do believe that spawning add's do have a place in boss encounters, it's in every single fight and doesn't feel like there's much variety between fights. This problem forces teams to want to take 2 clerics and/or 2 control wizards because it's all about controlling adds without even needing to take a guardian since their taunt is pretty much useless. I understand that the game is still in beta, but I felt I needed to give feedback on this issue so it can be addressed.
Post edited by sourpiez on

Comments

  • zakard1zakard1 Member Posts: 37
    edited May 2013
    well all the boss in this game are a bit frustating because of that....they usualy do all the same thing but spawn different adds,more adds,spawn faster etc. the boss itself is easy as **** but the problem come from the adds itself.most of the time adds hit even more then the boss itself....like wtf.its really disapointing to be honest.they should remouve those adds,or atleast reduce the amount of them or respawn rate and just make the boss harder and put more variety and not just a clone+different adds.that just HAMSTER.
  • sourpiezsourpiez Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 2 Arc User
    edited May 2013
    I agree 100%. Like I said above, add's have a place in the game, but it's overkill at the moment.
  • atlantix1atlantix1 Member Posts: 74
    edited May 2013
    I was gonna start a topic about Epic dungeon boss adds..
    i think Cryptic devs think that putting some ADDS to tank'n'spank Boss makes the Boss has "Mechanic"...

    In reality Add doesn't mean mechanic..
    At the moment you can faceroll most of the T2 last boss encounters without even properly dpsing the adds..
    you don't even have to tank the bosses.. rogue and wizards faceroll most of the bosses..

    In neverwinter we go in dungeon 5 man and face 40 adds..
    In wow vanilla majordomo or ragnaros fights > 40 man dungeon 8 adds..

    i think facing that 8 add as 40 man was much harder than facing 40 adds as 5 man in NW..
  • nawdlenawdle Member, Neverwinter Beta Users Posts: 49
    edited May 2013
    I found as I approached and got into T2 (and the tanks got subsequently better) I've been kiting less and healing more... and it got less interesting lol.
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