So .... Ive been playing MMO's for like 10 years now. Mad Dragon is sooooo not worth the risk reward. The rest of the dungeon is fine. For the level you can start doing he's way over the top. I don't mind a hard boss but getting a group of random people to have fun doing that boss. I dunno. I think he needs to be tuned down a bit. Its not like he(she) drops epics.
Finally killed him(her) at 36, we had a tank that was 60 and a level 40+ and three 35 ish. but so not worth the effort. will never do that boss again unless a guild mate or something needs to do it.
Flame all you want but .... just not fun. Keep it challenging but not stupid ridiculous.
Yea i just did it on my TR. Not saying that its not doable at all just saying that on your way up the leveling path and the queue system its just more frustration than fun.
1 tanking dragon to the back, everyone else on mob control. Giant demon (shocktrooper?) spawns, someone should be able to generate more aggro than the cleric on it. Stun everything else and burn everything else as much and as fast as possible.
It seems this is the dungeon for clerics to learn how to generate divinity while running like a chicken with it's head cut off. Though hopefully that will not be the case after the patch.
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malkavierMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
Indeed, as tanks can now actually hold aggro on the test server, it should make the two-tank option a very viable way to go for dungeoneering, as clerics can now be rest-assured they will not be the automatic NPC punching bag.
How Cryptic trolls the entire NWO playerbase: 9200 GS listed for CN, implying anyone who needs more has no skill.
They should not. They should make them more "playable" and "interesting" reducing adds and adding puzzles, traps or anyway swapping difficulty from "kill fast the cleric" to "give the whole group a challenge".
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
Less Cragmyre Crypts, Cloak tower and maybe throne of Idris, all the rest dungeons are hard.
Heroics? Eh, not really. Out of those I've tried so far: Dragon - hard, Gray Wolf - easy till last boss, Pirate King - easy, Spellplague Caverns - long but easy, especially the bosses.
They should not. They should make them more "playable" and "interesting" reducing adds and adding puzzles, traps or anyway swapping difficulty from "kill fast the cleric" to "give the whole group a challenge".
On PTS, there were fewer adds at the dragon, the rest of the dungeon seemed unchanged. Not really much of a nerf - and it'll be more playable thanks to aggro changes.
1 tanking dragon to the back, everyone else on mob control. Giant demon (shocktrooper?) spawns, someone should be able to generate more aggro than the cleric on it. Stun everything else and burn everything else as much and as fast as possible.
It seems this is the dungeon for clerics to learn how to generate divinity while running like a chicken with it's head cut off. Though hopefully that will not be the case after the patch.
The Mad Dragon WAS the only dungeon where I actually had to pay attention and really do something (Not talking about epics).
Because of non-competent majority of players we will see this nerfed in next patch..
I can honestly tell you that if there would not be the Mad Dragon and it's difficulty I would probably already leave NWO just because the whole game up to level 60 is a **** JOKE talking about difficulty.
Like what can be fun on game where you cannot basically die? blah...
I am happy I am already far away past that, but I am sad for new players
I don't like being pigeon holed into a 'standard' difficulty.
Game should have difficulty sliders in party dungeons, with rewards commensurate to difficulty level.
Poor design to limit game's appeal to any one type of player. Would be better to have difficulties ranging from trivial to OMFG!
Too easy/hard is much too subjective to have any real meaning, in context of drawing the most players to a game.
Just let players/groups decide how hardcore they want their dungeons to be.
I personally don't regard myself as an exceptionally talented healer-type player -- very experienced & capable sure, but not as elitist in my own assessment as someone like pw3cka above. Don't get me wrong: I did vanquish the Mad Dragon once, and the sense of achievement was huge. But 1 from 6-7 attempts isn't a great return, I'll admit.
But within the confines of a pure group-finder PuG, this is as tough as it gets in <60 story mode dungeons. No other dungeon/skirmish encounter even gets close to this one with a PuG. And considering PuGs have absolutely no patience for wipe after wipe due to weaker party members, this dungeon invariably ends up as a fail, and just serves to HAMSTER everyone off.
It is being amended in the June 20th patch -- but on in terms of the number of adds, and the Shocktrooper add being replaced by something not so 'shocking'. Hopefully it should still pose a challenge to a high majority of players, but I gotta agree that a revision was sadly necessary.
Im not even sure the boss is doable while leveling with the current threat issues and state of healing.
Basically I gave up on doing dungeons on my cleric till I was level 50 and had Astral Shield and only then revisited the dungeon on heroic. Downed the Mad Dragon on second try.
Comments
Yea i just did it on my TR. Not saying that its not doable at all just saying that on your way up the leveling path and the queue system its just more frustration than fun.
It seems this is the dungeon for clerics to learn how to generate divinity while running like a chicken with it's head cut off. Though hopefully that will not be the case after the patch.
They should not. They should make them more "playable" and "interesting" reducing adds and adding puzzles, traps or anyway swapping difficulty from "kill fast the cleric" to "give the whole group a challenge".
Heroics? Eh, not really. Out of those I've tried so far: Dragon - hard, Gray Wolf - easy till last boss, Pirate King - easy, Spellplague Caverns - long but easy, especially the bosses.
So yeah.
On PTS, there were fewer adds at the dragon, the rest of the dungeon seemed unchanged. Not really much of a nerf - and it'll be more playable thanks to aggro changes.
+1 made me laugh @ the chicken referrance
The Mad Dragon WAS the only dungeon where I actually had to pay attention and really do something (Not talking about epics).
Because of non-competent majority of players we will see this nerfed in next patch..
I can honestly tell you that if there would not be the Mad Dragon and it's difficulty I would probably already leave NWO just because the whole game up to level 60 is a **** JOKE talking about difficulty.
Like what can be fun on game where you cannot basically die? blah...
I am happy I am already far away past that, but I am sad for new players
Game should have difficulty sliders in party dungeons, with rewards commensurate to difficulty level.
Poor design to limit game's appeal to any one type of player. Would be better to have difficulties ranging from trivial to OMFG!
Too easy/hard is much too subjective to have any real meaning, in context of drawing the most players to a game.
Just let players/groups decide how hardcore they want their dungeons to be.
But within the confines of a pure group-finder PuG, this is as tough as it gets in <60 story mode dungeons. No other dungeon/skirmish encounter even gets close to this one with a PuG. And considering PuGs have absolutely no patience for wipe after wipe due to weaker party members, this dungeon invariably ends up as a fail, and just serves to HAMSTER everyone off.
It is being amended in the June 20th patch -- but on in terms of the number of adds, and the Shocktrooper add being replaced by something not so 'shocking'. Hopefully it should still pose a challenge to a high majority of players, but I gotta agree that a revision was sadly necessary.
Basically I gave up on doing dungeons on my cleric till I was level 50 and had Astral Shield and only then revisited the dungeon on heroic. Downed the Mad Dragon on second try.