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Icewind Dale Is Way Too Difficult

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  • neirgaraneirgara Member Posts: 334 Arc User
    edited May 2015
    Yes, IWD is hard.

    But so far I have been able to solo nearly everything with GF, CW and TR around 2200 - 2300 Item level.

    The only real problems I have to solo are Biggrins Tomb and some of the Elite-Scaled random mobs, which I think to be a bug.
    Otherwise I have a hard time with my CW against CC immune mobs. But that's ok for me.


    I don't know, how it is with a paladin. I thought the class to be quite strong and tanky, which would explain why it takes so long. But perhaps OP needs some more tweaks.

    You equipment looks good. Though I think, some better could be the solution. IWD is end-end content. it has to be harder than Sharandar and Dread Ring.

    Also I would advice you to take a pgysical companion, as someone already stated. The Augment may grant you 1000 more stats, but keep in mind that it translates into an overall bonus of 2.5%. And when that is only granted partly on different stats, you won't really feel much difference. But you will definitely feel the difference of a companion, that pulls the aggro of 25% or more of your opponents, which means less need to heal and more damage output for you.
  • randomdiscordrandomdiscord Member Posts: 62 Arc User
    edited May 2015
    I personally think its too difficult as well, though it is doable at least with the equipment I have. TR iLevel 2400 or so, all T1 armor, old double slot rings, black dragon stone companion also with all double slot rings, epic lvl new arti weapons, and R8's in all slots.

    IWD is certainly doable, but I think it is too difficult. It is a constant be on your toes, <font color="orange">HAMSTER</font> cranked to 11, fight or flight. While I think that level of intensity is fine for the dungeons, I definitely do NOT want the entire game to be like that. If I wanted to play a game (for fun and leisure) where I was in constant danger, worried that any mis-step would result in death, I would go back to EVE.

    For what its worth, I think Sharandar, Dreadring, IWD, and WoD difficulty should ALL be toned down just a bit. I think the T1 dungeon difficulty should be left alone, though as usual the min iLevel rating they have established is woefully inadequate. The min level for a T1 should be 2k...T2 dungeons from what I hear should have a min IL of 3k.
  • myowmyowmyowmyow Member Posts: 1,923 Arc User
    edited May 2015
    gphxgphx wrote: »
    IWD is not face roll easy. It wasn't face roll easy at the release of mod 5 either, it was hard then too. But hard is good. As we gear up feeling the hard stuff get easier is the only way we can feel we're progressing. Particular areas and particular kinds of mobs can be easier or difficult for particular classes and builds. If that happens I just go somewhere else for a while because there are plenty of other areas, then come back when my newb fingertips have become suitably hardened by calluses.

    A nice thing about difficulty is long unused strategies, such as the dodge key, and companion abilities such as threat generation, are rediscovered in our quest to survive.

    Should all the content be doable in our still wet new 70s greens? I don't think so. It's nice to have things to look forward to conquering. If we're elite and indestructible out of the box what's the point?

    Not that I don't relate to your frustration. After the end of mod 5 dying in mod 6 is quite a shock to me. Just trying to offer a perspective which helps me survive.

    Edit: Forgot to mention, if your using a stone be sure to throw some 70s gear on it. Makes a huge difference. If you can afford Binding runestones for its slots get them, the bigger the better. They offer relatively massive buffs. At 70 don't forget to add your 4th artifact if you have one. Apologies if you're way ahead of me on that.

    Good words - that sums up my general opinions as well!
    SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! (repeat indefinitely)


    myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
    pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
    looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    edited May 2015
    So I agree things getting harder is ok

    But I think they made the wrong stuff harder

    and

    Level 70 should be the current cap for zones

    Fighting Level73 monsters for the same old stuff is not right

    and

    I would like to find an epic DD I could have the hope of completing by joining a queue
  • darkstarcrashdarkstarcrash Member, NW M9 Playtest Posts: 1,382 Arc User
    edited May 2015
    Right now Sharandar has lvl 71 mobs, DR has lvl 72 mobs and WoD and IWD have lvl 73 mobs.

    The trouble is they deliberately increased the difficulty of mobs higher than you, quoting from patch notes:
    Fighting enemies more than 2 levels above you will result in a sharp increase in difficulty. (Down from 5 Levels).

    So that means the lvl 73 mobs in IWD and WoD are really hard, especially for players who haven't gathered gear for the new Mod 6 paradigm.

    Up until now, NW has been a very casual-friendly game. Even those players who have some decked-out characters might have a 4th or 5th (9th!) alt they still want to play sometimes, but don't have the AD/time to gear up.

    IF Cryptic wants to keep the casual playerbase, I propose they set mobs to lvl 71 in Sharandar and Dread Ring (since most people run those two campaigns simultaneously), and lvl 72 in IWD and WoD.
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    edited May 2015
    My pally has been walking whereever she wants in IWD since she was 60.

    "Step aside Troll or be Smited!!"

    Now that she's 70, she can stand up to Black Ice Beholder and Remo (if only other's would join). The difficulty is just right. I've rescued quite a few players from getting overwhelmed by the Snow Bunnies there (mostly Wizards). If ya find it to be too hard.....find the gear until you are. ;)
  • misharonamisharona Member Posts: 61 Arc User
    edited May 2015
    gphxgphx wrote: »
    A nice thing about difficulty is long unused strategies, such as the dodge key, and companion abilities such as threat generation, are rediscovered in our quest to survive.

    Should all the content be doable in our still wet new 70s greens? I don't think so. It's nice to have things to look forward to conquering. If we're elite and indestructible out of the box what's the point?


    New player here. I agree with this comment. I don't want to walk through every location pre-epic and I believe there should be enough challenge that it makes me learn to use my toon's powers and tactics properly. However--if there aren't areas that enable me to "gear up" to face those heroics with a modicum of soloability--well--many new players will quit at that point. Most won't put much/any RW$ into the game to bring up their survivability if they perceive that the game is flawed or trying to "force" them into spending RW$.

    And it really is the new players that a game depends on. People who spend more than $50 per month to play are about as rare as exclamation points in the Bible. People who are having fun leveling solo just to pass a few free-time hours are the ones who kick in 10-$20 here and there are the staple. I'm happy to put "Some" money into the game but before some of the issues Mod 6 introduced get ironed out, my wallet is closed. I'd buy a decent bag but not when it's BoE. As a newbie, I'm not sure which toon will ultimately become my main so why invest in BoC/BoE gear?

    Back to the quote: I WANT the game to be "Challenging". But trying to get through 60-70 for the average newbie right now is in most cases, too difficult.

    I really hope they get it sorted out because I see real potential in this MMO (and I've played a few). If leveling after 60 continues it's current fubar set-up, I'll move on before they received a decent sum of money from me. And there aren'y many companies that exist without a refreshing revenue stream for long.

    Cheers and Best Regards!
  • kurtb88kurtb88 Member, NW M9 Playtest Posts: 597 Arc User
    edited May 2015
    I will visit that exact location and try them tonight. When I fought the bears for 'Lost in the pass' I was receiving hits of 50k and above from even the smaller bears, you seem to be getting hit for quite a bit less than that. Could be a mob scaling issue based on location because I did finish a Totem HE with relative ease. We'll see

    In any case thanks for the video, I retract my 'troll' comment

    You might want to think about this in perspective. He is a tanking Paladin specifically geared, spec'd and traited to absorb dmg and survive. Think about the other classes. They will be taking 30K hits from small bears. I am, i was there all day. And my Paladin is equally geared as him, but just isn't spec'd as a tank, I am a healer.

    If he really wants to be 'helpful' then his video should be him changing spec to oath of devotion, then go fight all those bears and show us how simple it is.
  • cheesegromitcheesegromit Member Posts: 540 Arc User
    edited May 2015
    kurtb88 wrote: »
    You might want to think about this in perspective. He is a tanking Paladin specifically geared, spec'd and traited to absorb dmg and survive. Think about the other classes.

    This is exactly what caused me to misjudge the change in difficulty in mod 6. I was playing a Protection Paladin followed by a GF, both designed to be able to take damage. When I started playing my squishier characters I understood the complaints.

    In some ways I don't mind if the difficulty remains, provided gear (if this is a gear issue) that will allow you to compete in these areas is obtainable from solo content. Equally though if difficulty gets scaled down I don't mind either.
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited May 2015
    This is exactly what caused me to misjudge the change in difficulty in mod 6. I was playing a Protection Paladin followed by a GF, both designed to be able to take damage. When I started playing my squishier characters I understood the complaints.

    In some ways I don't mind if the difficulty remains, provided gear (if this is a gear issue) that will allow you to compete in these areas is obtainable from solo content. Equally though if difficulty gets scaled down I don't mind either.

    as long as u have enough life steal and have enough hp(blue set from campaign should be enough) there shouldnt be any problems with squishy characters
    Paladin Master Race
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited May 2015
    burkaanc wrote: »
    as long as u have enough life steal and have enough hp(blue set from campaign should be enough) there shouldnt be any problems with squishy characters

    ...shouldn't wouldn't couldn't.

    What you personally _should_ do for once is go for that challenge you're maintaining to seek and take a char there with Rank 7 enchantments and that glorified extra HP from that set, and as much lifesteal as you can cram into that char with those build premises. Then report back. Or - even better - stop your "Dontcha QQ" prayer mill.

    I'm finding it fairly annoying to do WoD with my Pala (yeah, only 2.2k ILvl but not really squishy), as when three of the trashmobs hit hard wthin a short timespan, or I accidentially aggro the neighbouring mob, I take a tour back to the campfire. This is a char with good and fast healing, friends in high places, and R8s and an OP weapon. I wouldn't even think about doing that with HR or SW, also I see very few of them running there. None, to be honest. Outside the dragon herald zerg mobs, ofc. Then all the well established toons spring back into existence...
  • oddeye99oddeye99 Member Posts: 2 Arc User
    edited May 2015
    I simply can't wait until all these bad players and whiners who can't handle any sort of a challenge (no matter how meager) are wiped from this game forever. Please do us a favor and leave. People like you ruin ALL GAMES. You try to force the developers into dumbing down the difficulty and ruining their game. Get out of here. Go now, and never come back. Don't ruin our game for us.
  • vorlirvorlir Member Posts: 2 Arc User
    edited May 2015
    oddeye99 wrote: »
    I simply can't wait until all these bad players and whiners who can't handle any sort of a challenge (no matter how meager) are wiped from this game forever. Please do us a favor and leave. People like you ruin ALL GAMES. You try to force the developers into dumbing down the difficulty and ruining their game. Get out of here. Go now, and never come back. Don't ruin our game for us.

    Be careful what you wish for. If too many leave the game you won't have a game to play anymore.

    edit: cute, you posted on a new profile. Afraid to post on your main posting profile?
  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    edited May 2015
    vorlir wrote: »
    Be careful what you wish for. If too many leave the game you won't have a game to play anymore.

    edit: cute, you posted on a new profile. Afraid to post on your main posting profile?

    That is so true...

    The power players will not keep the game going

    Urlord
  • rapticorrapticor Member, NW M9 Playtest Posts: 1,078 Arc User
    edited May 2015
    oddeye99 wrote: »
    I simply can't wait until all these bad players and whiners who can't handle any sort of a challenge (no matter how meager) are wiped from this game forever. Please do us a favor and leave. People like you ruin ALL GAMES. You try to force the developers into dumbing down the difficulty and ruining their game. Get out of here. Go now, and never come back. Don't ruin our game for us.


    lol at "our game".

    In other news, don't feed the trolls.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    edited May 2015
    ...shouldn't wouldn't couldn't.

    What you personally _should_ do for once is go for that challenge you're maintaining to seek and take a char there with Rank 7 enchantments and that glorified extra HP from that set, and as much lifesteal as you can cram into that char with those build premises. Then report back. Or - even better - stop your "Dontcha QQ" prayer mill.

    I'm finding it fairly annoying to do WoD with my Pala (yeah, only 2.2k ILvl but not really squishy), as when three of the trashmobs hit hard wthin a short timespan, or I accidentially aggro the neighbouring mob, I take a tour back to the campfire. This is a char with good and fast healing, friends in high places, and R8s and an OP weapon. I wouldn't even think about doing that with HR or SW, also I see very few of them running there. None, to be honest. Outside the dragon herald zerg mobs, ofc. Then all the well established toons spring back into existence...

    Or he could play as a Stormwarden archer (like someone you and I know :rolleyes:) Now that is challenging. I won't hold my breath, however.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
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    Children of the Fey (RELEASED) - NW-DKSSAPFPF
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    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • oddeye99oddeye99 Member Posts: 2 Arc User
    edited May 2015
    this is my first time posting here. I just recently got into this game maybe a month ago? One of the things that got me so excited about this game is the challenging level 70 game play. I was also a fan of the souls games (demon souls, dark souls, etc) due to their difficulty. The difficulty is what makes the game fun. If you want an easy face roll game, then please go play a different mmo.

    The class I play is a trickster rogue.
  • spideymtspideymt Member, NW M9 Playtest Posts: 710 Arc User
    edited May 2015
    Difficulty level in module 6? I like it ^^.
    I never saw any difficulty in Mod 5. Lamest module at all was module 5. All players where overpowered. You never needed a GF/DC for a dungoen. Every class did solo dungeons ( DC solo CN...no comment).
    But...i hope they fix 1 thing: The incomin damage ist way to high for tanks.

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  • wisdomlesswisdomless Member Posts: 9 Arc User
    edited May 2015
    Yesterday I ran IWD with my 2100 rogue and I was a little scared because of all the forum fuss. I hat to kill bear riders, yetis and shamans for the staffs. I soloed it without too much difficulty. So I don't really relate.
  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    edited May 2015
    wisdomless wrote: »
    Yesterday I ran IWD with my 2100 rogue and I was a little scared because of all the forum fuss. I hat to kill bear riders, yetis and shamans for the staffs. I soloed it without too much difficulty. So I don't really relate.

    The Pass is really not that hard

    But

    The rewards are nothing to brag about either

    I have never run the Tomb so I can't say
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    wisdomless wrote: »
    Yesterday I ran IWD with my 2100 rogue and I was a little scared because of all the forum fuss. I hat to kill bear riders, yetis and shamans for the staffs. I soloed it without too much difficulty. So I don't really relate.

    Mobs have been nerfed twice since the mod 6 patch but some people keep raging here out of frustration and certainly don't give a second look at the zones themselves. That's the bandwagon effect. There will for sure always be some terrible players with no clue at all but currently most of the solo content can be done solo. It's just longer than it used to be, but it's definitely doable.

    There are still a couple of quite dangerous encounters here and there requiring to have the daily spell up and a full rotation off cooldown in solo lairs but once you learn what spells these npcs use and how they work it's fine.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2015
    oddeye99 wrote: »
    this is my first time posting here. I just recently got into this game maybe a month ago? One of the things that got me so excited about this game is the challenging level 70 game play. I was also a fan of the souls games (demon souls, dark souls, etc) due to their difficulty. The difficulty is what makes the game fun. If you want an easy face roll game, then please go play a different mmo.

    The class I play is a trickster rogue.

    So, ha s your level 70 Trickster Rogue successfully handle any T2 Dungeons, yet? And if you've been playing for month then why are you posting on an account that is only a 5 day-old?

    //just asking; genuinely curious.

    As for all the elitist condescension troll bait in this thread: shrug it off. FACT: Mod 6 is too difficult for the money-spenders and they are the one the game studio must appease to. Things are broken, they'll fix it. I just hope they fix it enough before it's too late; there will be a temporary dip in active-player count I suspect, but hopefully not too deep a dip for too long.
  • cornflakes2014cornflakes2014 Member Posts: 72 Arc User
    edited May 2015
    diogene0 wrote: »
    Mobs have been nerfed twice since the mod 6 patch

    What are these nerfs? Was it across the board for all lvl 70+ mobs? Or was it specific zones or dungeons?

    Do you have a link?
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    What are these nerfs? Was it across the board for all lvl 70+ mobs? Or was it specific zones or dungeons?

    Do you have a link?

    No links, several threads, people noticed it after patches. I noticed it too. On open world and solo lairs mobs, damage has been nerfed. Then armpen. Not hit points though. I'm getting hit for 5k hitpoints in solo lairs on average when it used to be 15-20k a couple of weeks ago. That's a huge nerf.

    Dungeon mobs got nerfed once, mostly in T1s but in T2s too, even if in T2s, damage remains high for obvious reasons.
  • kurtb88kurtb88 Member, NW M9 Playtest Posts: 597 Arc User
    edited May 2015
    wisdomless wrote: »
    Yesterday I ran IWD with my 2100 rogue and I was a little scared because of all the forum fuss. I hat to kill bear riders, yetis and shamans for the staffs. I soloed it without too much difficulty. So I don't really relate.

    your encounters can basically keep the mobs controlled meanwhile you can slip in and out of stealth almost at will, and you deal like 5 times the dps as a tank...
  • whitesonic1whitesonic1 Member Posts: 3 Arc User
    edited May 2015
    diogene0 wrote: »
    Mobs have been nerfed twice since the mod 6 patch but some people keep raging here out of frustration and certainly don't give a second look at the zones themselves. That's the bandwagon effect. There will for sure always be some terrible players with no clue at all but currently most of the solo content can be done solo. It's just longer than it used to be, but it's definitely doable.

    There are still a couple of quite dangerous encounters here and there requiring to have the daily spell up and a full rotation off cooldown in solo lairs but once you learn what spells these npcs use and how they work it's fine.

    longer..? im a healing speced dc... i cant do IWD, Well, or even the ring without at least 1-2 people to do them with .-. i lack the damage. i can spam healing all day but when i have to not only use my bastion but my divine glow to stay alive long enough to even kill one enemy out of the entire mob it... gets old. I will go in with fully charged gift in IWD.. the bears will hit the gift, then i will have to bastion and divine glow... they hit again and now my gift is on cd so now i have no choice but to run, dodge, and hopefully have my gift up before they hit again... GWFs and TRs have a better time in this mod... the damage dealers that can kill mobs quickly without taking too much dmg is what shines but take a look at a DC, a healadin, or hell even tanks... it takes way to long to kill mobs for our dailies to be completed within a time limit... Difficulty shouldnt be in the time it takes to complete something it should be how much the skill cap is... It is the same thing in any MMO logic... "Collect 100 of these things to get this" its a cheap way to be difficult but in reality all your doing is mashing buttons to get them.. with mod 6 it isnt that collection number is outrageously high... its that its too high for what we are doing... say i have to kill 20 raiders in iwd... a mob contains about 2-3 at times... to kill a mob without dieing it requires about 10 minutes of my time (again going back to my point that its my time im taling about, damage dealing classes like TRs, CWs, and GWFs have an easier time because they have the resistance and survivability while my frail healing DC takes 2-3 hits and dies), thats roughly... 50-80 minutes for ONE daily. I dont have that time and niether do a lot of people..

    so yes they are doable, especially for damage dealers but the fact of the matter is it isnt increasing a skill cap... i dodge red stuff, i try and keep myself healed, yet it doesnt matter. I dont have the DPS to stay in the fight and im frail. (also i have a 2.3k IL now so it isnt my gear thats an issue). Hell even my companion who could tank valindra last mod cant tank a single mob this time around without dieing in one hit and it has higher defense stats then my DC.

    The fact of the matter is: This mod is for the DPS classes. Killing mobs quickly enough to be able to get things done in a manageable amount of time. And no, this isnt me joining the bandwagon, its me speaking my own experiences from this mod and why i think if they keep the difficult at least lower the amount of stuff we have to do for our dailies to at least make them manageable to the difficulty, that way its more about skill then just mindless grinding that i could do more effectively on mod 5 then this one.
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