Now that all the shortcuts and exploits in dungeons have been axed as well as many convient cliffs for ease of disposing of mobs we now really see how long it takes a group to plow through a dungeon the old fashioned way and this can take an hour or more in CN I spent 2 hours just getting to the Beholder boss. There are no cliffs at all you can use before that point. And it is just a slow painful grind fest.
I just can't take this game anymore. I want to be able to find a party for a dungeon and complete it in a nice comforatbal hour or so. But it can take up to 30 minutes to find end game parties and then an hour and a half to complete these 45 minute dungeons.
The real slap in the face I find with all these adds is player hit limit. Why through 20-40 mobs at us all at the same time and cap most AOE attacks at 5 targets. Some are even capped at less. and Some have no cap.
All aoe moves on all classes should have no cap. And even with this it will still take painfully forever just to play this games absolutely no origional content of adds adds and more adds.
If the average dungeon is 45 minutes then a really good group should be able to beat it in 30 minutes or a poor gorup no more than an hour. The average group now is always an hour+.
I'd like to see some changes made to make dungeons more fun and playable. but since this game is live and as close as we cna expect to the final product I'm done. I'll see you areound. If stuff gets fixed I may be back. Just glad I did not put any money into this game. I was very close to getting a founders pack too.
Post edited by devilwings1337 on
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bitz06Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 24Arc User
edited June 2013
I disagree, The dungeon run times are fine. DV can take a lil longer than others, but other than that dungeons shouldn't run you more than an hour, unless you wipe a lot. My guild runs at CN take 2-2/12 Hours without ever using exploits. TBH, the biggest problem with many players out there is the fact that they have exploited the dungeons so much they don't know how to run it quickly. Sounds like you need stop trying to exploit so much and actually play the game.
I disagree, The dungeon run times are fine. DV can take a lil longer than others, but other than that dungeons shouldn't run you more than an hour, unless you wipe a lot. My guild runs at CN take 2-2/12 Hours without ever using exploits. TBH, the biggest problem with many players out there is the fact that they have exploited the dungeons so much they don't know how to run it quickly. Sounds like you need stop trying to exploit so much and actually play the game.
If I understand the OP he's aiming at a sustainable dungeon model not perfect and precious gems of guilds who can plow through content in a regular group.
Pugging dungeon groups is a fact of life for the casual/average player.
Yes the current system is horribad. It takes an hour+ to get into a lfg group and 2+ hours the get to final boss assuming no one has been auto kicked by the system because the system borked out or just randomly left. The lfg is just as bad as the pugging if not worse, at least you can blame pwe for lfg. Normal mode content is too hard for groups who aren't in mumble/vent.
In all honesty this game isn't good enough to tolerate this much of a time sink.
Now that all the shortcuts and exploits in dungeons have been axed as well as many convient cliffs for ease of disposing of mobs we now really see how long it takes a group to plow through a dungeon the old fashioned way and this can take an hour or more in CN I spent 2 hours just getting to the Beholder boss. There are no cliffs at all you can use before that point. And it is just a slow painful grind fest.
I just can't take this game anymore. I want to be able to find a party for a dungeon and complete it in a nice comforatbal hour or so. But it can take up to 30 minutes to find end game parties and then an hour and a half to complete these 45 minute dungeons.
The real slap in the face I find with all these adds is player hit limit. Why through 20-40 mobs at us all at the same time and cap most AOE attacks at 5 targets. Some are even capped at less. and Some have no cap.
All aoe moves on all classes should have no cap. And even with this it will still take painfully forever just to play this games absolutely no origional content of adds adds and more adds.
If the average dungeon is 45 minutes then a really good group should be able to beat it in 30 minutes or a poor gorup no more than an hour. The average group now is always an hour+.
I'd like to see some changes made to make dungeons more fun and playable. but since this game is live and as close as we cna expect to the final product I'm done. I'll see you areound. If stuff gets fixed I may be back. Just glad I did not put any money into this game. I was very close to getting a founders pack too.
2 hours to get to the second boss. Wrong group mix. Gear to low. Skill level too low.
Steal time, Arcane singularity, shield burst, icy terrain. Just saying.
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TSYM Website
Dragon Server
Just saying
If I understand the OP he's aiming at a sustainable dungeon model not perfect and precious gems of guilds who can plow through content in a regular group.
Pugging dungeon groups is a fact of life for the casual/average player.
Yes the current system is horribad. It takes an hour+ to get into a lfg group and 2+ hours the get to final boss assuming no one has been auto kicked by the system because the system borked out or just randomly left. The lfg is just as bad as the pugging if not worse, at least you can blame pwe for lfg. Normal mode content is too hard for groups who aren't in mumble/vent.
In all honesty this game isn't good enough to tolerate this much of a time sink.
2 hours to get to the second boss. Wrong group mix. Gear to low. Skill level too low.
Steal time, Arcane singularity, shield burst, icy terrain. Just saying.