Really cant say how disappointed I am both in Cryptic for letting this whole mess go on so long (holidays yada blah) as well as the crop of griefers that have sprung up trying to ruin any match they get into simply because they cant pass up trolling players 24 at a time. I have given up on Tiamat as it doesn't matter how good your team is, if you got a griefer you will lose due to the bugs. No professional developer would ever let this sort of thing happen for so long with their premier content. It's inexcusable and has broken the faith of many who were already strained by previous negative experiences in the game.
And while I'm here, for the love of Torm, bring us content that isn't just made for fresh 60s unless that's all you want to see playing. Us long time players still point to CN is the gold standard. A dungeon so tough many had to resort to expoits to beat it, but man the gear you could get would hands down put you on top and if you got extras they sold for so much entire parties could split the proceeds and come away happy. There was no endless farming to actually get the stats up to something useful. This wasn't farm/pay gated, it was skill gated and its why we fell in love with Neverwinter. We love a challenge, not a grind. Every single dungeon since then has been a letdown for one reason or another. They were challenging sure, but the rewards were very rarely worth the time invested and even more rarely something that could be split amongst the party for profit.
Can Cryptic not recapture that magic? Are the folks behind the original iconic dungeons gone? My interest is on life support. You are going to lose not just this patient but so many of your faithful with even one more mis-step. Please Cryptic, stand up to the suits and their short sighted and misguided plans. You know what we want and we have been clear about what ruins our fun. You CAN do this. And we CAN help.
signed,
A Concerned Resident of Neverwinter
0
tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
Last week we posted an update to a few issues players were experiencing with the Tiamat fight. While we did make some improvements to the fight, turning it into a queued instance did not have the desired effects we wanted it to and the current method of entry will remain as it is.
After close examination and many playtests, we’ve found that a queue feature (similar to the one we initially outlined) could jeopardize a few of the positive aspects of the battle with Tiamat
Every other MMO allows you to take members of your choice to a raid.
Do you think this pug method is better than the method in other MMOs, or worse?
Hint: People like to play with their friends, communicate, and plan/execute an actual strategy. That is not happening in zerg pugs to date.
Every other MMO allows you to take members of your choice to a raid.
Do you think this pug method is better than the method in other MMOs, or worse?
Hint: People like to play with their friends, communicate, and plan/execute an actual strategy. That is not happening in zerg pugs to date.
I can only speculate that it was possibly done to encourage more player interaction amongst the community. Again, pure speculation.
But it's definitely worse -- to the googol power.
Forced against our will to cooperate with randos isn't my cup of tea. The reason I joined a guild was to team up with people who had similar level of competency, skill and so forth. I mean, I attempted to help players out by sending them private messages during the Tiamat encounter or directing them to the forums to read the strategy thread -- what a wasted effort.
Cleric:Marquis Elmdore - Current Main Wizard: Iamblichus Fighter: Anna the Titan Barbarian: Anann Valkyrja Ranger: Minerva Cory'phaia Warlock: Suri Coralyne Reid
1. Yes, forced cooperation of the entire community
2. 10k GS min, means this raid must be relatively easy with an organized group. So its an attempt to prevent massive successful farming of it. (sort of a timegate in a way)
3. Another attempt to condition the playerbase into playing the "encounter" type group play
Otherwise why wouldnt you allow premade groups? I cant figure a reason other than those 3.
Also the easiest way to debunk the 10k GS is too low idea, was have the devs/mods/some players. and make a video of them completing it. Done, wipe hands clean, no arguments could be made that 10k gs is too low. Im not sure why it wasnt published after the 20+page threads in the general discussion forum cropped up.
Hint: People like to play with their friends, communicate, and plan/execute an actual strategy.
For this fight, ideally speaking, do you think that is there an alternative strategy which, played by a well-coordinated group of 25 friends on RaidCall, would bring a faster result than the Zerg? The fight is divided into tons of sequences, trimming the heads down to 10% very fast only makes you wait longer doing nothing until the next sequence of Defend the clerics starts.
Still your point is very valid of course, there is no reason why NWO does not offer what the others MMOs do offer. Fighting a big boss as a guild raid is an important part of guilds life in any game. See all the buzz in the games forums and on the video platforms, whenever Blizzard comes up with a new series of bosses in WoW, and the fierce competition between top guilds to kill them.
ToD = ..........
Tired of Dailies/Tyranny of Dailies/Timers of Doom/Tricked Or Duped/Tremendously Obnoxious Dailies/Try Otherwise, Devs
0
tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
For this fight, ideally speaking, do you think that is there an alternative strategy which, played by a well-coordinated group of 25 friends on RaidCall, would bring a faster result than the Zerg? The fight is divided into tons of sequences, trimming the heads down to 10% very fast only makes you wait longer doing nothing until the next sequence of Defend the clerics starts.
A stated design goal was to require inter-party coordination. They could tweak Tiamat to discourage zerging in order to get back to that design goal. The fact that zerging is the optimal strategy is a secondary fail.
Having said that, I believe a coordinated group of 25 would take Tiamat down faster by ensuring a good mix of debuff and DPS on each head, or perhaps in two groups working from outside to inside. The travel time between heads is fairly substantial in the 2:00 timeframe that they are up (especially for classes that cannot jump platforms).
The DC phase would also be much faster if the group would be on the same page about things like Ice Storm. Flinging the bad guys away from DPS-dealing team mates just lengthens that phase.
Having said that, Tiamat is trivial for a decent party. I would hope along with the ability to queue a 25-man team, that they would make coordination a desirable strategy (reduce viability of zerging) and increase the overall difficulty. Presumably they will feel the need to still be inclusive of most of the server population, so some form of level scaling like with dragon HE's would probably be needed.
For this fight, ideally speaking, do you think that is there an alternative strategy which, played by a well-coordinated group of 25 friends on RaidCall, would bring a faster result than the Zerg? The fight is divided into tons of sequences, trimming the heads down to 10% very fast only makes you wait longer doing nothing until the next sequence of Defend the clerics starts.
...
A decent 25 ppl premade does not have to trim the heads to 10%, they will kill Tiamat in one round.
5 ppl to mid with GF, DC CW, SW and another high dps class to the red dragon.
10 ppl with similar, but less demanding setup to green and blue, switching to black and white after they killed them.
A good group of 5ppl can kill a head in one phase.
One cleric and one head phase. You would be done in ~5 min. The difficulty of this 'raid' is not the mechanics or the personal contribution, but the random luck, to get enough decent players in your instance to kill the heads and defend the clerics.
Concidering the toxic atmosphere created between high GS players and low GS players, I would really like to know the so called benefits of the PuG system.
Well Tiamat has done what no other module has managed - completely killed my interest in playing the game. Guess I'll be taking a break until Mod 6 comes out, or some serious fixes are applied to the Mod 5 content.
PS - this is not an 'I Quit' post. I'll still be logging on but only for Invoke and such. Sad, but at the moment my limited play time is better spent on something else.
Well Tiamat has done what no other module has managed - completely killed my interest in playing the game. Guess I'll be taking a break until Mod 6 comes out, or some serious fixes are applied to the Mod 5 content.
I have been running old T1's and T2's with other friends that are sick of Tiamat, just to have something to do where we're actually in a team and having fun. I guess in a sense Tiamat has made the game more alt-friendly, because I'm playing my alts that are geared more inline with that content :-)
Ok Let's clear this up there is "NO" Gear Score requirement to enter Tiamat there is a Level Requirement to get well of the dragons open after that it is fair game as long as your are L60 you can enter through the door.
Here's where you're wrong. I took this screenshot just now from a leadership alt with a 6kgs after taking all the quests from knox.
If there is a gs req to get into WoD there is a gs req for tiamat as you can't get into tiamat without getting into WoD.
Are you sure about that? Maybe it did change. But my DC who has only completed the first 2 parts of the ToD campaign (neverdeath graveyard, and ebon downs) can enter WoD. And this was prior to that change.
what are threads like this talking about then too?
Anyways just pretend I didnt say 10kgs and say I said, from all reports, if you can zerg it, its going to be easy enough for an organized group to put on farm mode.
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited January 2015
As soon as you're level 60 and have the GS requirement, you can get the quest to unlock WoD zone regardless of ToD campaign progress. Two of my characters are doing WoD dailies and haven't even started any ToD tasks, or even the intro dailies to ToD. The only requirement to get into WoD Zone itself is Level 60, 10k GS, and talking to Sergeant Knox when the prior two are met. If you want to actually progress the ToD Campaign however, you'll need to at least unlock the ToD campaign and do the first two tasks.
As soon as you're level 60 and have the GS requirement, you can get the quest to unlock WoD zone regardless of ToD campaign progress. Two of my characters are doing WoD dailies and haven't even started any ToD tasks, or even the intro dailies to ToD. The only requirement to get into WoD Zone itself is Level 60, 10k GS, and talking to Sergeant Knox when the prior two are met. If you want to actually progress the ToD Campaign however, you'll need to at least unlock the ToD campaign and do the first two tasks.
Yah thats what I thought and have experienced. What rev is saying about the ToD campaign confused me.
And you unlock the Well of the Dragons after completing the last task in the ToD Campaign which they so
Specifically that part rev. Also what I said still applies just forget the 10kgs part.
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
0
covenant92Member, Neverwinter Beta UsersPosts: 9Arc User
edited January 2015
The 10K GS requirement comes from unlocking Well of Dragons: To unlock the area on the map, you have to speak with Harper Boward in Protector's Enclave. She will unlock it only after your character has 10K GS. This also grants The Well of Dragons Quest to speak with Elminster for the first time.
Also a fresh lvl 60 will only have 10K if they have a majority of Epic equipment equipped; a truly fresh 60 will have a much lower GS as they only have Questing Greens/some Blue equips.
Edit: And a win on Tiamat! Man I almost forgot what it felt like to actually have an instance that beat her perfectly. Got a Helm of the High General for it on my GF too.
Ask yourself, why eLoL and eSoT have the GS requirements they do given there is no clock running for completion of any section? Then given the clock for Tiamat as a whole plus the clock sections for the head phase(s), why does a "time" raid have such a low GS requirement compared to epic LoL, epic SoT or even Kessels?
So everyone has a opinion on this encounter and it is an encounter not a proper dungeon like kessel's or VT. This is mine, the execution of this inaddition to neverwinter was and is a great idea introducing a 25 man function.
Removing the ability to move maps was a smart move on the devs part. Not allowing for premade groups or making it so while in there the zone chat is isolated to the map instance your in is a failure on there part because let's face it, its not a real 25 man when you can do it with out being in a group. Let's not forget the bugging when you cross the line early, but that's about as far as failing goes on there part.
Because its an encounter we will never see a proper GS requirement so let's just forget that hot topic and move on all together shall we!
Where we as the player base fail is the fallowing:
A) improperly geared and enchanted IE no soulforge or weapon enchant is the big one as well as having very pants and shirt. not all people participating in the encounter and just sitting by the fire.
C) not dispersing evenly to defend clerics or my personal pet peeve waiting for a resurrection at line when the campfire is a few paces away.
D) not reading up on the encounter.
So yeah its easy to blame the devs or people with 10k GS but in the end its up to all of us and believe me I'm really frustrated because I'm not getting the profession or enjoyment out of running tiamat that I would like as I am sure others are!
The 10k GS crowd are just scapegoats, by and large, for failed Tiamat runs.
Much more to blame are people who don't know what they are doing, and my biggest pet peeve, the HIGH GS crowd who give up early even when it is still winnable.
The last failed Tiamat raid I was in, when it came time for the first head phase, that went okay but not great, 10 people immediately left the raid and another 4 AFK'ed by the campfire. I inspected one of the leavers on his way out, and it was not a 10k GS scrub, but a 20k CW.
(Oh, and a particularly classy move on his part was when he said "you suck n00bs" on his way out.)
People seem to want "easy win" or nothing at all. Why do people not want to fight anymore for a last-minute win?
(Oh, and a particularly classy move on his part was when he said "you suck n00bs" on his way out.)
That's hilarious and typical for people of that GS honestly.
Both of these kind of people are the problem: the 10K's and the arrogant 20K's.
- The 10k's skip campaigns and jump directly to fight a dragon queen with blue and even green gear sometimes... it's hindering everyone
- the 20k's are USED to everything burning/melting in a matter of seconds, they don't have the sense of teamwork, oh, a lack of DPS? screw this, the run will take 10 seconds more, I'm out.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Not defending the clerics properly doesn't usually matter much. You usually have 3 full rounds anyway, and if you're good enough to defend properly, you should be good enough to do it in 3.
Not defending the clerics properly doesn't usually matter much. You usually have 3 full rounds anyway, and if you're good enough to defend properly, you should be good enough to do it in 3.
I have been in a few where defending the cleric took up to seven mins on the first two attempts, so no it leads to a fail period!
People seem to want "easy win" or nothing at all. Why do people not want to fight anymore for a last-minute win?
I've yet to see a close win even when people stay. My experience is that it's either 2.5 heads down (min) in the first round or it will fail every time, presence of afk'ers or not. I've yet to see that rule get broken.
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vinceent1Member, NW M9 PlaytestPosts: 1,264Arc User
edited January 2015
i have seen many times only two heads down at first round and still beating tiamat. it depends on "luck", sometimes green head aoe devastating zerg and slow down a lot
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tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
I've yet to see a close win even when people stay. My experience is that it's either 2.5 heads down (min) in the first round or it will fail every time, presence of afk'ers or not. I've yet to see that rule get broken.
I have won with 8 seconds and with 15 seconds remaining in the last few days. Someone posted earlier that they lost even though 0:02 remained on the clock because the despawn animation counted too, so they ran out of time.
Not defending the clerics properly doesn't usually matter much. You usually have 3 full rounds anyway, and if you're good enough to defend properly, you should be good enough to do it in 3.
Look - the optimal control strategy for defending the clerics is to have 1 GF per spawn point (4 total) just taunt the adds and kite them around, while everyone else just stands around picking their noses. Because then you don't have adds respawning and the GFs have all the aggro, not the clerics. If you do this, then you should get 5 rounds easy with the heads.
I have doubts whether this strategy would work as mobs seem designed to kill everyone in 1-2 hits and even if you are no longer in the spot they targeted you, you still run a high risk of being hit by them with full damage.
I have doubts whether this strategy would work as mobs seem designed to kill everyone in 1-2 hits and even if you are no longer in the spot they targeted you, you still run a high risk of being hit by them with full damage.
I think that's lag. With my Fury SW I usually end up tanking a spawn and leading them to IT's and ST's. The only time I've experienced this is while lagging.
I haven't had any lag yet today in three runs (with everything turned down to minimum), but I reminded myself today why I stopped doing Tiamat.
I park my HR far in front of Linu a foot from the cliff edge. I'm pulling adds like crazy, up to 6 at a time. I'm bobbing and weaving, dodging like mad, and burning up life stone charges like water. With buffs I've got 40k HP and almost 50% damage resistance. The devils and erinyes' want me dead BADLY, but I'm holding their attention just above the abyss.
And...the CW, who is standing resolutely on Linu uses ice knife.
Yeah.
The DC? Standing resolutely beside the CW.
Silly me for trying. I'm going back to doing the Dragon Hoard Treasure campaign task every day.
At least one CW on the first run got the hint. We were all the way on the leftmost cleric and I'm all the way in the back, right at the edge. Just the two of us managed to keep the cleric clear long enough for it to max out first.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
There seriously needs to be a strong DIS-incentive to hiding at the camp. I was 0 for 8 tonight, with all but the last run having lots of people just staying at the camp.
Well, all but the last two. I remembered something on the second-to-last run.
HR's are aggro magnets.
When half a dozen people are just staying at the campfire, an aggro magnet can anger all of the adds around Linu and pull them into the room. What's more, when you have aggro, the dragons just might decide to target you -- in the room.
That got it cleared out pretty quickly.
It's only a workaround, though. A better one would be: if the players fail the HE, anyone who spent more than two minutes total in the foyer gets nothing.
Until then, I'll be using my aggro-magnet ability to maximum effect.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
The 10k GS crowd are just scapegoats, by and large, for failed Tiamat runs.
Much more to blame are people who don't know what they are doing, and my biggest pet peeve, the HIGH GS crowd who give up early even when it is still winnable.
The last failed Tiamat raid I was in, when it came time for the first head phase, that went okay but not great, 10 people immediately left the raid and another 4 AFK'ed by the campfire. I inspected one of the leavers on his way out, and it was not a 10k GS scrub, but a 20k CW.
(Oh, and a particularly classy move on his part was when he said "you suck n00bs" on his way out.)
People seem to want "easy win" or nothing at all. Why do people not want to fight anymore for a last-minute win?
It seems like if things don't look like a slam dunk right off the first round, the "oh so L33T" players bail, which kills it for everyone.
Any chance we could have a 24hr Tiamat ban for players that leave before the 10 minute mark or spend more 2 minutes at the foyer, or stay 'dead' on the battlefield? That should at least keep people fighting.
If there can be only one, why do they always make a sequel?
Comments
And while I'm here, for the love of Torm, bring us content that isn't just made for fresh 60s unless that's all you want to see playing. Us long time players still point to CN is the gold standard. A dungeon so tough many had to resort to expoits to beat it, but man the gear you could get would hands down put you on top and if you got extras they sold for so much entire parties could split the proceeds and come away happy. There was no endless farming to actually get the stats up to something useful. This wasn't farm/pay gated, it was skill gated and its why we fell in love with Neverwinter. We love a challenge, not a grind. Every single dungeon since then has been a letdown for one reason or another. They were challenging sure, but the rewards were very rarely worth the time invested and even more rarely something that could be split amongst the party for profit.
Can Cryptic not recapture that magic? Are the folks behind the original iconic dungeons gone? My interest is on life support. You are going to lose not just this patient but so many of your faithful with even one more mis-step. Please Cryptic, stand up to the suits and their short sighted and misguided plans. You know what we want and we have been clear about what ruins our fun. You CAN do this. And we CAN help.
signed,
A Concerned Resident of Neverwinter
Every other MMO allows you to take members of your choice to a raid.
Do you think this pug method is better than the method in other MMOs, or worse?
Hint: People like to play with their friends, communicate, and plan/execute an actual strategy. That is not happening in zerg pugs to date.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
I can only speculate that it was possibly done to encourage more player interaction amongst the community. Again, pure speculation.
But it's definitely worse -- to the googol power.
Forced against our will to cooperate with randos isn't my cup of tea. The reason I joined a guild was to team up with people who had similar level of competency, skill and so forth. I mean, I attempted to help players out by sending them private messages during the Tiamat encounter or directing them to the forums to read the strategy thread -- what a wasted effort.
Cleric: Marquis Elmdore - Current Main
Wizard: Iamblichus
Fighter: Anna the Titan
Barbarian: Anann Valkyrja
Ranger: Minerva Cory'phaia
Warlock: Suri Coralyne Reid
Guild: She Looked Level 18.
Alliance: Imperium
1. Yes, forced cooperation of the entire community
2. 10k GS min, means this raid must be relatively easy with an organized group. So its an attempt to prevent massive successful farming of it. (sort of a timegate in a way)
3. Another attempt to condition the playerbase into playing the "encounter" type group play
Otherwise why wouldnt you allow premade groups? I cant figure a reason other than those 3.
Also the easiest way to debunk the 10k GS is too low idea, was have the devs/mods/some players. and make a video of them completing it. Done, wipe hands clean, no arguments could be made that 10k gs is too low. Im not sure why it wasnt published after the 20+page threads in the general discussion forum cropped up.
Fox Stevenson - Sandblast
Oh Wonder - Without You
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
For this fight, ideally speaking, do you think that is there an alternative strategy which, played by a well-coordinated group of 25 friends on RaidCall, would bring a faster result than the Zerg? The fight is divided into tons of sequences, trimming the heads down to 10% very fast only makes you wait longer doing nothing until the next sequence of Defend the clerics starts.
Still your point is very valid of course, there is no reason why NWO does not offer what the others MMOs do offer. Fighting a big boss as a guild raid is an important part of guilds life in any game. See all the buzz in the games forums and on the video platforms, whenever Blizzard comes up with a new series of bosses in WoW, and the fierce competition between top guilds to kill them.
Tired of Dailies/Tyranny of Dailies/Timers of Doom/Tricked Or Duped/Tremendously Obnoxious Dailies/Try Otherwise, Devs
A stated design goal was to require inter-party coordination. They could tweak Tiamat to discourage zerging in order to get back to that design goal. The fact that zerging is the optimal strategy is a secondary fail.
Having said that, I believe a coordinated group of 25 would take Tiamat down faster by ensuring a good mix of debuff and DPS on each head, or perhaps in two groups working from outside to inside. The travel time between heads is fairly substantial in the 2:00 timeframe that they are up (especially for classes that cannot jump platforms).
The DC phase would also be much faster if the group would be on the same page about things like Ice Storm. Flinging the bad guys away from DPS-dealing team mates just lengthens that phase.
Having said that, Tiamat is trivial for a decent party. I would hope along with the ability to queue a 25-man team, that they would make coordination a desirable strategy (reduce viability of zerging) and increase the overall difficulty. Presumably they will feel the need to still be inclusive of most of the server population, so some form of level scaling like with dragon HE's would probably be needed.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
A decent 25 ppl premade does not have to trim the heads to 10%, they will kill Tiamat in one round.
5 ppl to mid with GF, DC CW, SW and another high dps class to the red dragon.
10 ppl with similar, but less demanding setup to green and blue, switching to black and white after they killed them.
A good group of 5ppl can kill a head in one phase.
One cleric and one head phase. You would be done in ~5 min. The difficulty of this 'raid' is not the mechanics or the personal contribution, but the random luck, to get enough decent players in your instance to kill the heads and defend the clerics.
Concidering the toxic atmosphere created between high GS players and low GS players, I would really like to know the so called benefits of the PuG system.
PS - this is not an 'I Quit' post. I'll still be logging on but only for Invoke and such. Sad, but at the moment my limited play time is better spent on something else.
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Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
I have been running old T1's and T2's with other friends that are sick of Tiamat, just to have something to do where we're actually in a team and having fun. I guess in a sense Tiamat has made the game more alt-friendly, because I'm playing my alts that are geared more inline with that content :-)
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
Here's where you're wrong. I took this screenshot just now from a leadership alt with a 6kgs after taking all the quests from knox.
If there is a gs req to get into WoD there is a gs req for tiamat as you can't get into tiamat without getting into WoD.
what are threads like this talking about then too?
http://nw-forum.perfectworld.com/showthread.php?813031-Temple-of-Tiamat-GS-poll
Anyways just pretend I didnt say 10kgs and say I said, from all reports, if you can zerg it, its going to be easy enough for an organized group to put on farm mode.
Fox Stevenson - Sandblast
Oh Wonder - Without You
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
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Yah thats what I thought and have experienced. What rev is saying about the ToD campaign confused me.
Specifically that part rev. Also what I said still applies just forget the 10kgs part.
Fox Stevenson - Sandblast
Oh Wonder - Without You
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
Also a fresh lvl 60 will only have 10K if they have a majority of Epic equipment equipped; a truly fresh 60 will have a much lower GS as they only have Questing Greens/some Blue equips.
Edit: And a win on Tiamat! Man I almost forgot what it felt like to actually have an instance that beat her perfectly. Got a Helm of the High General for it on my GF too.
Removing the ability to move maps was a smart move on the devs part. Not allowing for premade groups or making it so while in there the zone chat is isolated to the map instance your in is a failure on there part because let's face it, its not a real 25 man when you can do it with out being in a group. Let's not forget the bugging when you cross the line early, but that's about as far as failing goes on there part.
Because its an encounter we will never see a proper GS requirement so let's just forget that hot topic and move on all together shall we!
Where we as the player base fail is the fallowing:
A) improperly geared and enchanted IE no soulforge or weapon enchant is the big one as well as having very pants and shirt.
not all people participating in the encounter and just sitting by the fire.
C) not dispersing evenly to defend clerics or my personal pet peeve waiting for a resurrection at line when the campfire is a few paces away.
D) not reading up on the encounter.
So yeah its easy to blame the devs or people with 10k GS but in the end its up to all of us and believe me I'm really frustrated because I'm not getting the profession or enjoyment out of running tiamat that I would like as I am sure others are!
That's my rant cheers
Much more to blame are people who don't know what they are doing, and my biggest pet peeve, the HIGH GS crowd who give up early even when it is still winnable.
The last failed Tiamat raid I was in, when it came time for the first head phase, that went okay but not great, 10 people immediately left the raid and another 4 AFK'ed by the campfire. I inspected one of the leavers on his way out, and it was not a 10k GS scrub, but a 20k CW.
(Oh, and a particularly classy move on his part was when he said "you suck n00bs" on his way out.)
People seem to want "easy win" or nothing at all. Why do people not want to fight anymore for a last-minute win?
That's hilarious and typical for people of that GS honestly.
Both of these kind of people are the problem: the 10K's and the arrogant 20K's.
- The 10k's skip campaigns and jump directly to fight a dragon queen with blue and even green gear sometimes... it's hindering everyone
- the 20k's are USED to everything burning/melting in a matter of seconds, they don't have the sense of teamwork, oh, a lack of DPS? screw this, the run will take 10 seconds more, I'm out.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
I have been in a few where defending the cleric took up to seven mins on the first two attempts, so no it leads to a fail period!
I've yet to see a close win even when people stay. My experience is that it's either 2.5 heads down (min) in the first round or it will fail every time, presence of afk'ers or not. I've yet to see that rule get broken.
I have won with 8 seconds and with 15 seconds remaining in the last few days. Someone posted earlier that they lost even though 0:02 remained on the clock because the despawn animation counted too, so they ran out of time.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
Look - the optimal control strategy for defending the clerics is to have 1 GF per spawn point (4 total) just taunt the adds and kite them around, while everyone else just stands around picking their noses. Because then you don't have adds respawning and the GFs have all the aggro, not the clerics. If you do this, then you should get 5 rounds easy with the heads.
I think that's lag. With my Fury SW I usually end up tanking a spawn and leading them to IT's and ST's. The only time I've experienced this is while lagging.
I park my HR far in front of Linu a foot from the cliff edge. I'm pulling adds like crazy, up to 6 at a time. I'm bobbing and weaving, dodging like mad, and burning up life stone charges like water. With buffs I've got 40k HP and almost 50% damage resistance. The devils and erinyes' want me dead BADLY, but I'm holding their attention just above the abyss.
And...the CW, who is standing resolutely on Linu uses ice knife.
Yeah.
The DC? Standing resolutely beside the CW.
Silly me for trying. I'm going back to doing the Dragon Hoard Treasure campaign task every day.
At least one CW on the first run got the hint. We were all the way on the leftmost cleric and I'm all the way in the back, right at the edge. Just the two of us managed to keep the cleric clear long enough for it to max out first.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Well, all but the last two. I remembered something on the second-to-last run.
HR's are aggro magnets.
When half a dozen people are just staying at the campfire, an aggro magnet can anger all of the adds around Linu and pull them into the room. What's more, when you have aggro, the dragons just might decide to target you -- in the room.
That got it cleared out pretty quickly.
It's only a workaround, though. A better one would be: if the players fail the HE, anyone who spent more than two minutes total in the foyer gets nothing.
Until then, I'll be using my aggro-magnet ability to maximum effect.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
It seems like if things don't look like a slam dunk right off the first round, the "oh so L33T" players bail, which kills it for everyone.
Any chance we could have a 24hr Tiamat ban for players that leave before the 10 minute mark or spend more 2 minutes at the foyer, or stay 'dead' on the battlefield? That should at least keep people fighting.