All I know is this - just wait until they either bring back some of the old dungeons or add new ones. eCC, GWD, and the rest will seem like a walk in the park
like another post I comment in it :
I think it's must that ppl start split feedback on t2 dungeons :
t2 adds is fine with regular 2k starter group that work together , not have to be high gear and not bis definitely
T2 bosses , especially end bosses , is insane for starting 2k gear . Not possible without glitches
And that's a fact
The problem is bosses not the whole dungeon
if you want the best gear in game then learn to earn it. or live with t1, t1 are quite easy.
Post like this are funny , i can't wait until all glitches, bugs , op artifact sets , broken powers and synergies are removed from the game , im guessing that it suddenly wont be quite so easy...
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
This kind of incoming damage from skeletons is off-the-charts out-of-line. Bear in mind that my HR has 13k defense with the mimic summoned, and 19.6k defense if I switch to the chicken. Seriously, what gives? No one can take hits like this.
Can I chime in here and let you know that's actually a fight mechanic? You understand that you're NOT suppose to take hits from the skeletons, right?
Those skeletons die super quickly, and you have the ranged class burn them or hit-and-run with a melee.
They're suppose to be high damage/low health attackers, which makes them a threat and something you can't ignore.
Otherwise, the Kallos Tam fight would be an absolute cake walk, not that it isn't already ridiculously easy.
Post like this are funny , i can't wait until all glitches, bugs , op artifact sets , broken powers and synergies are removed from the game , im guessing that it suddenly wont be quite so easy...
somebody needs glitches to do t1 ? 0.o
eSoT - is a facetank
eLoL - if you can deal with scorps rest is easy
Kessel - roflstomp
VT - only difficulty is lag that always seems to be there
It seems you need a BIS DC, GF, AND Pally with a BIS CW and GWF to do all T2s. Kinda defeats purpose of T2s.
Absolutely could not be further from the truth. I've beaten eTOS with 3 SW, DC, and GF. I've beaten eGWD with pally, TR, CW, and 2 SW. In eCC I've beaten the 1st 2 bosses with 3 CW and 2 SW. Just because YOU can't doesn't mean it can't be done.
Ah please, they used to deal 3 times as much damage, Traven used to deal 1M with his firebombs all over. This kind of damage CAN be mitigateable with a proper tank and cleric. I do think Traven is still super hard and stupid though, rest of the bosses are peace of cake.
somebody needs glitches to do t2 ? Yeah I've seen that and it's been reported all over the place. That's a reasonable statement.
eSoT - is a facetank. that's what I'm going to tell everyone anyway.
eLoL - if you can deal with scorps rest can also be difficult, depending on your group and class.
Kessel - easier than the others.
VT - only difficulty is lag that always seems to be there
Fixed it for you. Wouldn't want you to look foolish, now.
Why is it always the paladins telling everyone else everything is easy?
Oh. Right. Your class hasn't been nerfed significantly yet. You'll get yours, rest assured.
A lot of the t2 damage is weird. I don't have issues completing it but a guy I know was in ecc at the weekend doing some testing alone. Mostly he got a mimic to hit him. I forget the name of the attack but it did 50k and respected his mitigation. And it did it maybe five or six times then wham it hit for 300k. Same attack, no crit. And there was weird stuff with the archers who would also do some attacks that have much higher damage than normal for the same attack.
I don't have an explanation for any of that, I'm just noting that its probably not all behaving in line with what the devs think it should. I should also mention there was no feytouched or other gimmick stuff going on. Just a dc trying to figure out if the mobs actually have arp or not
First of all, I wouldn't recommend queuing for T2 dungeons. You are just asking for punishment.
As a DC who has seen my fair share of good and bad groups in T1 and T2, bad groups usually have most or all of the following shortcomings
- Low HP. I once ran MC with a CW who had hadn't even bothered to get all the Elemental Evil blue gear
- No Crowd Control
- Lack of dodge skills. You can't facetank this stuff people .. look for the high dmg abilities and get out of the way.
- Ineffective tank. When the tank gets one-shot right off the bat .. you know this isn't going to end well
- No experience in the dungeon. Some things just have a pattern you need to follow
- Low DPS. The longer you have to dodge something the greater chance you will make a mistake or get unlucky
Having said that, if all bugs were fixed tomorrow .. there would definitely be an adjustment period, especially in eCC and eLOL.
A lot of the t2 damage is weird. I don't have issues completing it but a guy I know was in ecc at the weekend doing some testing alone. Mostly he got a mimic to hit him. I forget the name of the attack but it did 50k and respected his mitigation. And it did it maybe five or six times then wham it hit for 300k. Same attack, no crit. And there was weird stuff with the archers who would also do some attacks that have much higher damage than normal for the same attack.
I don't have an explanation for any of that, I'm just noting that its probably not all behaving in line with what the devs think it should. I should also mention there was no feytouched or other gimmick stuff going on. Just a dc trying to figure out if the mobs actually have arp or not
Check my signature, you may find an answer what happened
Just out of curiosity: How do you get to that 30% LS chance without the high end enchantments? Or legendary (or almost) artifacts?
Blue gear, with crit rate + lifesteal. The chest now has an armor enchantment slot and since there is no epic GF armor that features lifesteal the cheap gear is perfect for my build. I have no artifacts that have a lifesteal stat, yet (i'm working on getting at least two.) Darks in all defensive slots, reinforcements that give +100 ls, (blue armor has an item lvl of 115, sadly i cannot use the +200 reinforcements on it.) rings with defense slots and ls as a stat already. An augment that also has ls as stats in all three items + an eldritch runestone to get another small ls boost. And lastly a perfect lifedrinker. I have 8800 lifesteal as a stat, that way and 7200 crit.
I have to note, that i do not have the final two ToD boons, yet and my overall enchantments are only r7-8. If i had better stuff + the boons, i could easily reach ~35% ls chance.
#edit: forgot to mention that my passive companions all have ls, such as that duergar thing or the skeleton dog, redcap girl, etc. They all are epic, but i'm thinking of upgrading them to legendary. Not sure if it would be worth it, though.
I don't have an explanation for any of that, I'm just noting that its probably not all behaving in line with what the devs think it should. I should also mention there was no feytouched or other gimmick stuff going on. Just a dc trying to figure out if the mobs actually have arp or not
I'm always up for Devs double checking the formulas on some of this stuff.
I have noticed though that when monsters get combat advantage and/or crit people, it seems like damage spikes way higher than it should. If you get caught with combat advantage against you, it almost always seems to one-shot you.
First of all, I wouldn't recommend queuing for T2 dungeons. You are just asking for punishment.
As a DC who has seen my fair share of good and bad groups in T1 and T2, bad groups usually have most or all of the following shortcomings
- Low HP. I once ran MC with a CW who had hadn't even bothered to get all the Elemental Evil blue gear
- No Crowd Control
- Lack of dodge skills. You can't facetank this stuff people .. look for the high dmg abilities and get out of the way.
- Ineffective tank. When the tank gets one-shot right off the bat .. you know this isn't going to end well
- No experience in the dungeon. Some things just have a pattern you need to follow
- Low DPS. The longer you have to dodge something the greater chance you will make a mistake or get unlucky
Having said that, if all bugs were fixed tomorrow .. there would definitely be an adjustment period, especially in eCC and eLOL.
And that's pretty much Dungeoneering 101 right there, folks. If you fall into one of those categories, you're going to have a rough ride in T2 dungeons.
"Meanwhile in the moderator's lounge..."
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
#edit: forgot to mention that my passive companions all have ls, such as that duergar thing or the skeleton dog, redcap girl, etc. They all are epic, but i'm thinking of upgrading them to legendary. Not sure if it would be worth it, though.
Not worth making more than one companion legendary because it won't affect active bonuses.
First of all, I wouldn't recommend queuing for T2 dungeons. You are just asking for punishment.
As a DC who has seen my fair share of good and bad groups in T1 and T2, bad groups usually have most or all of the following shortcomings
- Low HP. I once ran MC with a CW who had hadn't even bothered to get all the Elemental Evil blue gear
- No Crowd Control
- Lack of dodge skills. You can't facetank this stuff people .. look for the high dmg abilities and get out of the way.
- Ineffective tank. When the tank gets one-shot right off the bat .. you know this isn't going to end well
- No experience in the dungeon. Some things just have a pattern you need to follow
- Low DPS. The longer you have to dodge something the greater chance you will make a mistake or get unlucky
Having said that, if all bugs were fixed tomorrow .. there would definitely be an adjustment period, especially in eCC and eLOL.
Hands down agree with this. One thing I've noticed with CWs (not all of them) is that they feel Crowd Control is beneath them. Like I've actually seem them laugh at the fact in a dungeon they rather have all damage than actually have the group live to keep fighting. And on top of that have the nerve to look down on everyone when people whipe. As I've told other CWs before the mod dropped, this isn't a mod where you can just bull doze through mobs anymore. Everyone has to play there designed roll now to some degree of effectiveness. But it seems as though even more so with my class, that ther is some resentment for doing that.
Hands down agree with this. One thing I've noticed with CWs (not all of them) is that they feel Crowd Control is beneath them. Like I've actually seem them laugh at the fact in a dungeon they rather have all damage than actually have the group live to keep fighting. And on top of that have the nerve to look down on everyone when people whipe. As I've told other CWs before the mod dropped, this isn't a mod where you can just bull doze through mobs anymore. Everyone has to play there designed roll now to some degree of effectiveness. But it seems as though even more so with my class, that ther is some resentment for doing that.
Old habits die hard. Heretofore, CWs didn't bother with CC very much and in the last year, a whole crop of CW players have come up with no concept of NEEDING to do CC. I remember the good ol' days when 9K GS was awesome and when CC was vital, not not everyone does. In many cases, it's a paradigm shift that a lot of people are having difficultly adjusting to.
I dunno I still bulldose as a cw, you have a lot of leeway. Like if you are approaching mobs that aren't aggroed you hit conduit, move forward with an eye on the archers, dodge before they fire because they'll all be going at the same time and then you should be close enough to drop oppressive force and at that point they're all going to be dead before they do anything anyway because then you're into your rotation and everyone is in on it. I don't get people who have trouble clearing trash.
I guess there might be some confusion because the tanky mobs aren't really dangerous. Like if they hit you you have take serious damage and might get smashed just don't stand around in front of them and if you have aggro and someone did get droped don't pick them up, let someone who doesn't have aggro do it. All you really have to do is take down the archers in a hurry.
Check my signature, you may find an answer what happened
What I'm talking about isn't your mitigation failing but the base damage on the attack being weirdly high for no apparent reason. Combat advantage was mentioned but it wasn't a factor in the test with the mimic. And when I say weird I mean it does 6 times what it should or as my friend noted with archers double. Its not normal base and then an insane number for actual effect.
We don't know how prevalent that weirdness is but its a thing that we note every so often.
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited June 2015
It's virtually impossible to play a high damage CW without bringing a lot of CC. Just like with any class, you have to bring everything to the table, not just one aspect. In the case of CW's, you need to a lot of damage AND control, not one or the other.
People often forget that the purpose of CC is to disable the mob long enough to kill it. If you can't CC mobs long enough to kill them or you can't kill them before the CC wears off, you're not as effective as you need to be.
I sometimes wonder if there are cws out there running a disintegrate, ray of enfeeblement suddenstorm and conduit rotation only using mm at wills and these are the guys confusing people
#edit: forgot to mention that my passive companions all have ls, such as that duergar thing or the skeleton dog, redcap girl, etc. They all are epic, but i'm thinking of upgrading them to legendary. Not sure if it would be worth it, though.
Thank you! I get the picture (and that's not meant sarcastic at all!), full stat focus build over the whole non-ArtiGear. Also probably the GF weapon has LS, too, and the shield ofc gives an additional def slot. Nice, good approach.
Its an old joke we used to make in counterstrike. There are grenades called flashbangs that blind you in the game and so you call out I'm blind and hopefully your teammate puts down suppressing fire to save you or counterflashes so the person pushing you can't take advantage. Help I'm blind in real life was what we used to call when you made an awful blunder of your own accord and got killed.
Its an old joke we used to make in counterstrike. There are grenades called flashbangs that blind you in the game and so you call out I'm blind and hopefully your teammate puts down suppressing fire to save you or counterflashes so the person pushing you can't take advantage. Help I'm blind in real life was what we used to call when you made an awful blunder of your own accord and got killed.
This is really LOL-funny to me, because I got my tag in CS, too. Originally it had been Godot - the prefix came after developing a habit of short-fusing the other sort of grenades just a tad too long...
...later I found that the server we often played on during that time had the run speed set to 90%. But the nametag stuck. Playing recklessly for the team during the last 10 minutes of the map rota (when the funds were to be voided anyway) might have contributed...
On topic:
The difficulty might be manageable. But...
...not having the nin-epic practice option we had before, to learn the mobs mechanics and bossfights, doesn't help, either. The new 3 player dungeons are, well,... ...only thing one can learn there is the map layout.
Comments
if you want the best gear in game then learn to earn it. or live with t1, t1 are quite easy.
I think it's must that ppl start split feedback on t2 dungeons :
t2 adds is fine with regular 2k starter group that work together , not have to be high gear and not bis definitely
T2 bosses , especially end bosses , is insane for starting 2k gear . Not possible without glitches
And that's a fact
The problem is bosses not the whole dungeon
Post like this are funny , i can't wait until all glitches, bugs , op artifact sets , broken powers and synergies are removed from the game , im guessing that it suddenly wont be quite so easy...
Can I chime in here and let you know that's actually a fight mechanic? You understand that you're NOT suppose to take hits from the skeletons, right?
Those skeletons die super quickly, and you have the ranged class burn them or hit-and-run with a melee.
They're suppose to be high damage/low health attackers, which makes them a threat and something you can't ignore.
Otherwise, the Kallos Tam fight would be an absolute cake walk, not that it isn't already ridiculously easy.
somebody needs glitches to do t1 ? 0.o
eSoT - is a facetank
eLoL - if you can deal with scorps rest is easy
Kessel - roflstomp
VT - only difficulty is lag that always seems to be there
Absolutely could not be further from the truth. I've beaten eTOS with 3 SW, DC, and GF. I've beaten eGWD with pally, TR, CW, and 2 SW. In eCC I've beaten the 1st 2 bosses with 3 CW and 2 SW. Just because YOU can't doesn't mean it can't be done.
Vell Crowe
Vell Crowe's Soulbinder Damnation SW build
The Holy Crusaders guild leader ♚ Mod 10 PVE Destroyer GWF guide ♚ Founding member of the Relentless Alliance
Fixed it for you. Wouldn't want you to look foolish, now.
Why is it always the paladins telling everyone else everything is easy?
Oh. Right. Your class hasn't been nerfed significantly yet. You'll get yours, rest assured.
I don't have an explanation for any of that, I'm just noting that its probably not all behaving in line with what the devs think it should. I should also mention there was no feytouched or other gimmick stuff going on. Just a dc trying to figure out if the mobs actually have arp or not
As a DC who has seen my fair share of good and bad groups in T1 and T2, bad groups usually have most or all of the following shortcomings
- Low HP. I once ran MC with a CW who had hadn't even bothered to get all the Elemental Evil blue gear
- No Crowd Control
- Lack of dodge skills. You can't facetank this stuff people .. look for the high dmg abilities and get out of the way.
- Ineffective tank. When the tank gets one-shot right off the bat .. you know this isn't going to end well
- No experience in the dungeon. Some things just have a pattern you need to follow
- Low DPS. The longer you have to dodge something the greater chance you will make a mistake or get unlucky
Having said that, if all bugs were fixed tomorrow .. there would definitely be an adjustment period, especially in eCC and eLOL.
Check my signature, you may find an answer what happened
Blue gear, with crit rate + lifesteal. The chest now has an armor enchantment slot and since there is no epic GF armor that features lifesteal the cheap gear is perfect for my build. I have no artifacts that have a lifesteal stat, yet (i'm working on getting at least two.) Darks in all defensive slots, reinforcements that give +100 ls, (blue armor has an item lvl of 115, sadly i cannot use the +200 reinforcements on it.) rings with defense slots and ls as a stat already. An augment that also has ls as stats in all three items + an eldritch runestone to get another small ls boost. And lastly a perfect lifedrinker. I have 8800 lifesteal as a stat, that way and 7200 crit.
I have to note, that i do not have the final two ToD boons, yet and my overall enchantments are only r7-8. If i had better stuff + the boons, i could easily reach ~35% ls chance.
#edit: forgot to mention that my passive companions all have ls, such as that duergar thing or the skeleton dog, redcap girl, etc. They all are epic, but i'm thinking of upgrading them to legendary. Not sure if it would be worth it, though.
I'm always up for Devs double checking the formulas on some of this stuff.
I have noticed though that when monsters get combat advantage and/or crit people, it seems like damage spikes way higher than it should. If you get caught with combat advantage against you, it almost always seems to one-shot you.
And that's pretty much Dungeoneering 101 right there, folks. If you fall into one of those categories, you're going to have a rough ride in T2 dungeons.
Not worth making more than one companion legendary because it won't affect active bonuses.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Hands down agree with this. One thing I've noticed with CWs (not all of them) is that they feel Crowd Control is beneath them. Like I've actually seem them laugh at the fact in a dungeon they rather have all damage than actually have the group live to keep fighting. And on top of that have the nerve to look down on everyone when people whipe. As I've told other CWs before the mod dropped, this isn't a mod where you can just bull doze through mobs anymore. Everyone has to play there designed roll now to some degree of effectiveness. But it seems as though even more so with my class, that ther is some resentment for doing that.
Old habits die hard. Heretofore, CWs didn't bother with CC very much and in the last year, a whole crop of CW players have come up with no concept of NEEDING to do CC. I remember the good ol' days when 9K GS was awesome and when CC was vital, not not everyone does. In many cases, it's a paradigm shift that a lot of people are having difficultly adjusting to.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
I guess there might be some confusion because the tanky mobs aren't really dangerous. Like if they hit you you have take serious damage and might get smashed just don't stand around in front of them and if you have aggro and someone did get droped don't pick them up, let someone who doesn't have aggro do it. All you really have to do is take down the archers in a hurry.
What I'm talking about isn't your mitigation failing but the base damage on the attack being weirdly high for no apparent reason. Combat advantage was mentioned but it wasn't a factor in the test with the mimic. And when I say weird I mean it does 6 times what it should or as my friend noted with archers double. Its not normal base and then an insane number for actual effect.
We don't know how prevalent that weirdness is but its a thing that we note every so often.
People often forget that the purpose of CC is to disable the mob long enough to kill it. If you can't CC mobs long enough to kill them or you can't kill them before the CC wears off, you're not as effective as you need to be.
He's now proven himself a callous elitist or a callous elitist wannabe. He's also in an extremely tiny minority.
The damage from trash mobs is indeed absurd. Skeletons should never hit for 200k. EVER.
Further, defense should actually DO something useful. When I can jack it up to 20.6k with a potion and it does jack squat, that's a problem.
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
Thank you! I get the picture (and that's not meant sarcastic at all!), full stat focus build over the whole non-ArtiGear. Also probably the GF weapon has LS, too, and the shield ofc gives an additional def slot. Nice, good approach.
...so there might actually be some truth hidden in that guy's name??? :^D
This is really LOL-funny to me, because I got my tag in CS, too. Originally it had been Godot - the prefix came after developing a habit of short-fusing the other sort of grenades just a tad too long...
...later I found that the server we often played on during that time had the run speed set to 90%. But the nametag stuck. Playing recklessly for the team during the last 10 minutes of the map rota (when the funds were to be voided anyway) might have contributed...
On topic:
The difficulty might be manageable. But...
...not having the nin-epic practice option we had before, to learn the mobs mechanics and bossfights, doesn't help, either. The new 3 player dungeons are, well,... ...only thing one can learn there is the map layout.
thats why I left the game and now I live in the forum