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Black Ice Beholder and his army's casting of death spheres are overkill.

wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
edited May 2014 in General Discussion (PC)
i dont mind having Beholder to cast those purple spheres of annilhations but his goons cast multiple spheres are too much that i saw many wipes instantly, there were no way for some specific classes that cant do much when trying to range instead of going full melee.
most Guardain Fighters cant range and they are up-front toe to toe melee types, and also at "DPS" disadvanaged compared to other classes can safely attack from ranged distant to avoid spheres of deaths.

basically, i deal with his summoned goons and wasnt happy with reward result, that RNG is terrible, for all that work just to get 25 black ice as "thank you"? quite few times i did get some rare crafting items, but that was it, no gaunts or any weapons.

also another epic encounter with "Motherlode" with several draining wrights and bearriders and hex mistresses, and saw those wipe out about 15-20 players instantly with very dense horde of undead barbarians with massive health base that took long time to kill.

okay, just my opinion, i think most players who got involved may have poor GS rating to handle, and those "message saying that epic encounters were meant for 8-9 players, but it wiped more than 15-20 players at once in almost instantly, and often i see more than 30 players showing up and some of them vanished and reappearing like if they just log on, assuming some may have crashed or booted, or may have switch from other instanced zones by buddy groups just for reward farming.
similar farm tactic as seen in other game with Star Trek's giant snowman events when they go from server to server to farm festival items.

anyway, those spheres by goons are overkill when they cast at same time.
Post edited by Unknown User on

Comments

  • frishterfrishter Member Posts: 3,522 Arc User
    edited May 2014
    Presumably you mean the wights which do do insane damage, but with the recommended amount of players you should be able to chain cc them anyway.
  • kuskusgilakuskusgila Member, Neverwinter Beta Users Posts: 42
    edited May 2014
    wylonus wrote: »
    most Guardian Fighters cant range and they are up-front toe to toe melee types, and also at "DPS" disadvantaged compared to other classes can safely attack from ranged distant to avoid spheres of deaths.

    and often i see more than 30 players showing up and some of them vanished and reappearing like if they just log on, assuming some may have crashed or booted, or may have switch from other instanced zones by buddy groups just for reward farming.
    Ranged class can't attack without seeing the target. When it's getting crowded, players and monsters "dissapear" from the field. Because they have drawing problem atm. This also cause a problem with ranged attacker. Basically they have to get near to be able to "see" the target again. Beholder pose such problem, by the time they get near enough to have it "reappear", they get caught in untimely AOE attack with sudden massive damage.

    With this problem it's a nuisance when playing in my HR. I drop Thorn and RoA to the last spot where I saw the Beholder before it "dissapear", only to be unsure if my powers hit it or not, I run toward it to be able to see. Most of the time, the Beholder already moved away.
  • cayappcayapp Member Posts: 826 Arc User
    edited May 2014
    I for one do appreciate your opinion, as everyone is entitled to make their own opinions.

    On this I will have to disagree with you. I am not saying your concerns are invalid. I am going to try and explain what is going on. I hope the following explanation will help you and others.

    The Black Ice Beholder was harder on preview and we still managed to do it with 4 people with no black ice gear at the time. The 4 were 2 CW's and 2 HR's. With that said we had no no where near the recommended number of people for any encounter on preview. Yes you have to be ready to move and with the beholder it is constantly moving from red areas and away from the black ice spheres. It is not a gear issue but a zerging issue, with literally zero CC at all, since all the adds are just spread out every where, with no form of strategy. Yes people are CC'ing 1 or 2 adds but then you have 20 more running around causing havok and just wreaking the squishies.

    The Caster wight adds have had their damage reduced already based on our feed back on preview. They used to one shot you even with a "GS" for 15k or 16k. This could and would happen on even non epic encounters all the way down to the totems of auril.

    Currently with the ZERGING going on in these encounters, people are going to experiences clip plane issues and drawing issue, which is causing the phasing in and out. The devs in the last patch did some huge work in lessening this issue and really improved this, but this is due to the zerging or sheer number of people showing up.

    As to the rewards, the ZERGING or massive amounts of people showing up, is adversely hurting your rewards. Part of the "reward caculations" is based on some form of total encounter contribution. I will try to explain this. Let say you an encounter is worth 1000 points. Lets say 10 people show up and do equal contribution, each would receive 100 points., now lets say 20 people show up and equally contribute then each would receive 50 points. This is all considering equal contribution which will never happen, but using this to explain it.

    With this said, each major and epic encounter, has a certain threshold of points needed to have a chance of an epic drop. So the more people that show up, the less chance you will hit that threshold needed to trigger the chance for epic drops. You will have a much much better chance for a drop with the less people.

    This information has been gleaned from comments the devs and community manager have hinted at through out preview and even the most recent play with the devs live stream. They cannot come out and just tell us how the reward system is done, but they have given us some very solid information and hints to it.

    One other issue, is that during these encounters people are cross instance inviting and people are zoning in constantly to try to get to the fight. The server, your PC, the game client are having to constantly update this information for the zone, even if they never make it to the fight, which is most likely causing more issues then anyone has thought about. All these updates have to be sent and received in real time. My suggestion here is stop cross instance inviting.
  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    edited May 2014
    Caya, your post just made sense, that good to find the flaws that we all faced with. happy huntings!
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited May 2014
    Yes... these things are deadly, I tried to give a warning to people before release to expect the content in the IWD to be a lot harder than the Sharandar and Dread Ring campaigns.

    Yes we were doing these things with an Average of 4-5 people on Preview and succeeding just as Cayapp told you. Sometimes it we finished them with only 3 seconds to spare (yes its true).

    They are beatable with smaller numbers, I will admit we did not have to deal with the disappearing mobs as you do on Live, and perhaps the 4 of us were skilled players as well.

    But the reality is.... even though these encounters can be extreme in ways you've never seen before, they can be beaten with even smaller numbers than you'd have thought.

    And that's with Two HRs (Cayapp was testing the new Paragon Path), One Spellstorm... and I was testing Master of Flame.

    Half of these classes are supposedly.... "ineffective" according to the general playerbase too... and not "optimal", I saw the complete opposite.

    And we succeeded...
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