bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited June 2013
A few changes they should make to dungeons:
1. Allow each player to set a preference as to whether they want to stick to an "optimized team" with at least one of each character type, or if they're ok w/ a "pot luck" team makeup.
2. Instead of all the adds w/ boss fights, have much fewer, but more powerful, enemies join the fray. Alternatively, add entrances that the adds spawn from, and a way for players to block them off.
3. Revisit respawn locations and add vendors to make things more player-friendly. If "Zerg rushing" is a concern, add a cooldown before players can rejoin the boss fight, (but not a hard lockout).
4. Related to #1 above - allow players to select which other classes they feel "must" be on a team for them to be added - like if I'm a cleric and choose "none", I'm willing to team w/ 4 players of any class, but if I choose "Guardian Fighter" then I'm saying I want at least 1 Guardian Fighter + 3 of any other class...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
1. Difficulty slider. Heck, if Foundry authors can do it, I find it quite silly that official content can't have it to. Normal difficulty for 5-man team, easy difficulty for solo players (but also less/worse loot).
2. Instead of making bosses easier, give them some variety. Boss + ****load of add-ons aren't fun. Take a note from Vindictus, if you will. Maybe a mindless instance hack'n'slash, but 90% of raid monsters AND regular bosses had some kind of trick to help us kill them - weak points, terrain adventages (you could throw bosses down the cliff for extra stun and damage, ranged classes could climb to higher points to lay fire from up high, etc), stuff like that. Mindless grinding of the same old type of boss gets boring really quickly.
1. Good idea, but this will cause issue down the track with people not wanting spcfice classes or a player not knowing what they need for a dungeon, a better fix is one you can do yourself, find a guild.
2. This they are already implementing with Module 1 on the new dungeons and have implemented to a point already in the gauntletgrym dungeons
3. This is what the rez sickness is for and bosses already have lockout's players should not be able to endless enter a fight thier needs to risk otherwise whats the point, you may as well just give them the loot as they walk in the entrance, And 1 verdor isn't enough, just make sure you buy your kits/potions before you enter the dungeon its quite easy.
4. the problem with this is who gets to choose? the random party leader/party vote/person with the highest gear score it will become a mess and you will have party fights with some players saying they need this and others saying they need this it will be almost impossible to implement.
najjaMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 15Arc User
edited June 2013
1.) Stop giving every boss the same mass add mechanic, having it in some places or phases of a fight is fine but never in every damned one.
2.) We need to have the option of killing the adds or CCing them til the boss is dead or changing phases. As it stands in most fights the adds have too much health for it to be reasonable to expect a group to kill them.
3.) Some bosses are just far harder then others for no foreseeable reason; Chartilifax and Syndrith, High Priestess of Lolth being the first two that come to mind. Others are too easy, the newly nerfed Karrundax comes to mind.
4.) Please give bosses more abilities, there are only so many shapes and sizes you can make red danger areas before it gets old. Add Healing/Damage buff zone mechanics, have killing adds cause reactions to the boss or arena. Changing arena layouts while fighting, stuff like water, platforms, lava flooding parts of the arena.
5.) For the love of all that is good and right give us the **** ability to invite people to our queue groups when people leave.
There's probably more that could be said but this is more then a good enough place to start.
I really don't think some people understand what they're writing.
So when I say that T2 dungeon should be doable by people with full T1 set.... one replied that in case they're too hard we should buy T2 gear pieces at the auction House.
To this I reply 3 things :
- not everybody want to have their set from the AH.. . I personally like to earn my set by killing bosses
- so you're suggesting us to buy T2 gear pieces in order to be able to to the T2 dungeon to have .. T2 pieces. right, it does sound so smart and logical
-in few, when theactual patch on the test server goes live, all reward from dungeon will be BOP.. so no more selling at the AH.
Hey smart boys when they'll shut down all exploit used by all T2 geared guys to farm T2 dungeons and sell item at the AH.. what will you do ?
I guess you'll just stop playing as most of you refuse to do dungeon if they cannot earn diamonds... but T1 people will still be there and I think that is exactly when they'll have to tune down all dungeon if they want to keep them as well.
Putting a GS on dungeons that would require you to have gear from those same places before you zone in for the first time is just a little stupid.
Nearly as much as partial quoting a post our of context in such a way that it makes no sense.
My higher GS makes perfect sense in context, as you it would encourage you to run epic first to gear up to get ready to legendary.
They already do that for T1 - T2, the idea is just an extension of that.
re: pil3r:
Um no, tons of players like myself ran all the most difficult content in ddo regardless of what rewards it may of had. Some of us actually do play video games for fun, and not purely for virtual items that mean nothing. Infact being we often strived to be the first, we had no idea what loot they may have had anyways, we did it for the challenge and for the fun.
Want to know how much I care about virtual items:
The vast majority last ~20 million AD I've earned, i've given away to my guild. Many of them are far better geared then my characters.
If the loot system was adequately fixed and the dev's realize that adds as a mechanic is boring and irritating, this would go a long way to fix the dungeons. If not, well, the next game will be here soon.
My only gripe with dungeons is playing a T2 and leading the party in damage by a million and with twice as many kills as everyone else and getting nothing but green garbage drops from item rolls. Also, you get a lot of people who drop out after they get their precious purple and ruins the whole run(some of which might be bots). It would be nice if only the players that are leading the team in a stat category get to roll for the best gear drops, that way people who are just along for the ride and easy loot have to work for it. As it stands, I'd rather work the AH than kill mobs of adds for loot I might not get because I didn't win at slots that time. I don't like one arm bandits and loot rolls are like a casino minigame. I surely don't want to be rewarded with garbage after leading the party in two categories by twice as many points after an hour of grinding. I know you get a reward after you beat the last boss but sometimes players drop out after they get a couple of T2 items because killing tons of adds is not as convenient. I'd only do T2 with guild members and even then I don't like the loot roll system. Loot should be determined or at least influenced by performance, not luck.
My only gripe with dungeons is playing a T2 and leading the party in damage by a million and with twice as many kills as everyone else and getting nothing but green garbage drops from item rolls. Also, you get a lot of people who drop out after they get their precious purple and ruins the whole run(some of which might be bots). It would be nice if only the players that are leading the team in a stat category get to roll for the best gear drops, that way people who are just along for the ride and easy loot have to work for it. As it stands, I'd rather work the AH than kill mobs of adds for loot I might not get because I didn't win at slots that time. I don't like one arm bandits and loot rolls are like a casino minigame. I surely don't want to be rewarded with garbage after leading the party in two categories by twice as many points after an hour of grinding.
Someone that fails to realize it should be a team effort... Newsflash, the game doesn't revolve around you.
Someone that fails to realize it should be a team effort... Newsflash, the game doesn't revolve around you.
The bottom line is time is money and one hour of my time is not worth a few green items I can sell at the AH for 25 AD a piece if people even bother to buy garbage. If you think I'm not a team player you haven't partied up with me yet, I'm not going to do T2 dungeons with random people who didn't play as well as I did and won at the item roll casino minigame. I'd rather work the AH than waste my time.
Also, I'd rather use the Leadership profession to generate AD every two hours while I sell stuff I earned solo those two hours than party up with people and not get anything of value for the effort because I didn't win at craps. And speaking of craps, that's what I have gotten for killing hordes of adds too many times.
1. Good idea, but this will cause issue down the track with people not wanting spcfice classes or a player not knowing what they need for a dungeon, a better fix is one you can do yourself, find a guild.
2. This they are already implementing with Module 1 on the new dungeons and have implemented to a point already in the gauntletgrym dungeons
3. This is what the rez sickness is for and bosses already have lockout's players should not be able to endless enter a fight thier needs to risk otherwise whats the point, you may as well just give them the loot as they walk in the entrance, And 1 verdor isn't enough, just make sure you buy your kits/potions before you enter the dungeon its quite easy.
4. the problem with this is who gets to choose? the random party leader/party vote/person with the highest gear score it will become a mess and you will have party fights with some players saying they need this and others saying they need this it will be almost impossible to implement.
1) I had a guild, they all quit. Your solution is pure fail.
2) Module 1 is not here and we don't know when it will be released. And Gauntletgrym doesn't exist. Another fail on your part.
3) Nice over reaction. His point was actually valid, yours is not.
4) Actually, your 1st point encourages this exact behavior. Guilds already do this as do PUGs. It wouldn't be hard at all to implement.
All your points are completely ill conceived. The person you were responding to has much better points than you do.
Nearly as much as partial quoting a post our of context in such a way that it makes no sense.
My higher GS makes perfect sense in context, as you it would encourage you to run epic first to gear up to get ready to legendary.
They already do that for T1 - T2, the idea is just an extension of that.
re: pil3r:
Um no, tons of players like myself ran all the most difficult content in ddo regardless of what rewards it may of had. Some of us actually do play video games for fun, and not purely for virtual items that mean nothing. Infact being we often strived to be the first, we had no idea what loot they may have had anyways, we did it for the challenge and for the fun.
Want to know how much I care about virtual items:
The vast majority last ~20 million AD I've earned, i've given away to my guild. Many of them are far better geared then my characters.
The dungeon coming with module 1 is a perfect chance for them to do it. Why can't we just have parity between instances of the same tier?
A bunch of us got together and nominated you for sainthood.
Use the <removed exploit lead-in> to interact with the auction vendor.
1) I had a guild, they all quit. Your solution is pure fail.
2) Module 1 is not here and we don't know when it will be released. And Gauntletgrym doesn't exist. Another fail on your part.
3) Nice over reaction. His point was actually valid, yours is not.
4) Actually, your 1st point encourages this exact behavior. Guilds already do this as do PUGs. It wouldn't be hard at all to implement.
All your points are completely ill conceived. The person you were responding to has much better points than you do.
1) lol, well I guess thats me put in my place, I must have a bugged game because If I left my guild there's this thing on the forums called guild recruitment and I can go there and find another guild to join but that must be just me.
2) Module is slated for early Aug, this is leaked on a recent podcast of which the name escapes me but I will find it and link it for you, and Guant will be back next maintenance and is back on the test server (play with the dev's was fun)
3) His point was their needs be more than 1 vendor and lockout/a debuff that stops you immediately reentering a fight from the spawn point this exists now, I fail to see how my rebuttal is invalid I don't see why we would more than 1 vendor in an instance, you can buy stacks of 99 potions/kits I have never found that I would use an entire stack of potions on a dungeon run.
4) OK explain how you decided if random joins a group who gets to decide what the groups needs? The group leader? what if the rest disagree? what if the group leader decided what he really needs is 3 tanks and 2 cleric's? how do you handle cross classing like tanks who dps or dps cleric's?
No. Don't be selfish, stick to T1 if you can't do T2s. I'm not asking for a buff of T1s for my enjoyment, why would you take MY fun away for selfish purposes?
TL;DR: Endbosses are ok, nerf Adds!
__________________________________________________________________
IMO, the overall level of difficulty of the Dungeons, especially the Endbosses, are ok as they are. BUT please do something about the adds! Reduce thier HP, make them less or something similar. I don't have a problem fighting them during the bossfight, but not
40 of them! It can't be the only way, that 4 players do the adds and only 1 players hugs the boss till he is dead.
Comments
1. Allow each player to set a preference as to whether they want to stick to an "optimized team" with at least one of each character type, or if they're ok w/ a "pot luck" team makeup.
2. Instead of all the adds w/ boss fights, have much fewer, but more powerful, enemies join the fray. Alternatively, add entrances that the adds spawn from, and a way for players to block them off.
3. Revisit respawn locations and add vendors to make things more player-friendly. If "Zerg rushing" is a concern, add a cooldown before players can rejoin the boss fight, (but not a hard lockout).
4. Related to #1 above - allow players to select which other classes they feel "must" be on a team for them to be added - like if I'm a cleric and choose "none", I'm willing to team w/ 4 players of any class, but if I choose "Guardian Fighter" then I'm saying I want at least 1 Guardian Fighter + 3 of any other class...
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
1. Difficulty slider. Heck, if Foundry authors can do it, I find it quite silly that official content can't have it to. Normal difficulty for 5-man team, easy difficulty for solo players (but also less/worse loot).
2. Instead of making bosses easier, give them some variety. Boss + ****load of add-ons aren't fun. Take a note from Vindictus, if you will. Maybe a mindless instance hack'n'slash, but 90% of raid monsters AND regular bosses had some kind of trick to help us kill them - weak points, terrain adventages (you could throw bosses down the cliff for extra stun and damage, ranged classes could climb to higher points to lay fire from up high, etc), stuff like that. Mindless grinding of the same old type of boss gets boring really quickly.
Now featured!
'A wayward child' is currently taken down for upgrades
2. This they are already implementing with Module 1 on the new dungeons and have implemented to a point already in the gauntletgrym dungeons
3. This is what the rez sickness is for and bosses already have lockout's players should not be able to endless enter a fight thier needs to risk otherwise whats the point, you may as well just give them the loot as they walk in the entrance, And 1 verdor isn't enough, just make sure you buy your kits/potions before you enter the dungeon its quite easy.
4. the problem with this is who gets to choose? the random party leader/party vote/person with the highest gear score it will become a mess and you will have party fights with some players saying they need this and others saying they need this it will be almost impossible to implement.
2.) We need to have the option of killing the adds or CCing them til the boss is dead or changing phases. As it stands in most fights the adds have too much health for it to be reasonable to expect a group to kill them.
3.) Some bosses are just far harder then others for no foreseeable reason; Chartilifax and Syndrith, High Priestess of Lolth being the first two that come to mind. Others are too easy, the newly nerfed Karrundax comes to mind.
4.) Please give bosses more abilities, there are only so many shapes and sizes you can make red danger areas before it gets old. Add Healing/Damage buff zone mechanics, have killing adds cause reactions to the boss or arena. Changing arena layouts while fighting, stuff like water, platforms, lava flooding parts of the arena.
5.) For the love of all that is good and right give us the **** ability to invite people to our queue groups when people leave.
There's probably more that could be said but this is more then a good enough place to start.
Actually Karrundax needs fire on the ground from his aoe knockback and the ability to turn and melee his agro target like Chartlfax.
I really don't think some people understand what they're writing.
So when I say that T2 dungeon should be doable by people with full T1 set.... one replied that in case they're too hard we should buy T2 gear pieces at the auction House.
To this I reply 3 things :
- not everybody want to have their set from the AH.. . I personally like to earn my set by killing bosses
- so you're suggesting us to buy T2 gear pieces in order to be able to to the T2 dungeon to have .. T2 pieces. right, it does sound so smart and logical
-in few, when theactual patch on the test server goes live, all reward from dungeon will be BOP.. so no more selling at the AH.
Hey smart boys when they'll shut down all exploit used by all T2 geared guys to farm T2 dungeons and sell item at the AH.. what will you do ?
I guess you'll just stop playing as most of you refuse to do dungeon if they cannot earn diamonds... but T1 people will still be there and I think that is exactly when they'll have to tune down all dungeon if they want to keep them as well.
^^this. So this.
Nearly as much as partial quoting a post our of context in such a way that it makes no sense.
My higher GS makes perfect sense in context, as you it would encourage you to run epic first to gear up to get ready to legendary.
They already do that for T1 - T2, the idea is just an extension of that.
re: pil3r:
Um no, tons of players like myself ran all the most difficult content in ddo regardless of what rewards it may of had. Some of us actually do play video games for fun, and not purely for virtual items that mean nothing. Infact being we often strived to be the first, we had no idea what loot they may have had anyways, we did it for the challenge and for the fun.
Want to know how much I care about virtual items:
The vast majority last ~20 million AD I've earned, i've given away to my guild. Many of them are far better geared then my characters.
-Epic Dread Vault Crushed.
Characters (Dragon): Axer (60 Guardian, Leader of Crush It!), Controller (60 Wizard), Warlocker (60 Warlock)
Someone that fails to realize it should be a team effort... Newsflash, the game doesn't revolve around you.
Also, I'd rather use the Leadership profession to generate AD every two hours while I sell stuff I earned solo those two hours than party up with people and not get anything of value for the effort because I didn't win at craps. And speaking of craps, that's what I have gotten for killing hordes of adds too many times.
1) I had a guild, they all quit. Your solution is pure fail.
2) Module 1 is not here and we don't know when it will be released. And Gauntletgrym doesn't exist. Another fail on your part.
3) Nice over reaction. His point was actually valid, yours is not.
4) Actually, your 1st point encourages this exact behavior. Guilds already do this as do PUGs. It wouldn't be hard at all to implement.
All your points are completely ill conceived. The person you were responding to has much better points than you do.
The dungeon coming with module 1 is a perfect chance for them to do it. Why can't we just have parity between instances of the same tier?
A bunch of us got together and nominated you for sainthood.
1) lol, well I guess thats me put in my place, I must have a bugged game because If I left my guild there's this thing on the forums called guild recruitment and I can go there and find another guild to join but that must be just me.
2) Module is slated for early Aug, this is leaked on a recent podcast of which the name escapes me but I will find it and link it for you, and Guant will be back next maintenance and is back on the test server (play with the dev's was fun)
3) His point was their needs be more than 1 vendor and lockout/a debuff that stops you immediately reentering a fight from the spawn point this exists now, I fail to see how my rebuttal is invalid I don't see why we would more than 1 vendor in an instance, you can buy stacks of 99 potions/kits I have never found that I would use an entire stack of potions on a dungeon run.
4) OK explain how you decided if random joins a group who gets to decide what the groups needs? The group leader? what if the rest disagree? what if the group leader decided what he really needs is 3 tanks and 2 cleric's? how do you handle cross classing like tanks who dps or dps cleric's?
__________________________________________________________________
IMO, the overall level of difficulty of the Dungeons, especially the Endbosses, are ok as they are. BUT please do something about the adds! Reduce thier HP, make them less or something similar. I don't have a problem fighting them during the bossfight, but not
40 of them! It can't be the only way, that 4 players do the adds and only 1 players hugs the boss till he is dead.