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#1 |
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I am hearing nothing but complaints from people that they can't do the solo dungeons and I "totally" agree they are too hard. I came to beta with pretty good gear. I don't raid or group per choice but friends gave me gear from heroic and raid zones. I used to raid for many years in the top raid guilds, so I know how to play my class. Once you made the dungeons harder, I had to work "hard" in some and others I can't even do. I could not even touch them with my good gear, so I switched to my resolve gear. I have 153 resolve. In one "solo" dungeon in kunzar, I could not even kill the trash mobs before they killed me and my "lady" merc who is also geared. I can see advanced solos being harder, but "solo" dungeons should be do able by the "average" player. "Most" players are "average" players. Most do not group or raid. Making them too hard to do, to cater to a handful of raiders, is not right and it is not good business decision making. Making them too hard, makes it so most can not complete their signature quest line. I was told you plan to introduce them into the main game at this difficulty to cater to the raiders and will likely make them easier later. That is not fair to "most" people who play. If I see this game caters to raiders over the regular population, I know I will certainly be rethinking if I want to renew my subscription in the future. Why pay for expansions if you can't even do the dungeons for the quest lines and you have no chance at better gear unless you are forced to group or raid. I have no problem with a dungeon being hard, but it needs to be doable by the "average" player if they are solo and quest lines depend on them. I know you will lose paying customers, if you don't fix this.
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#2 |
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the solo dungeons are trivial in difficulty. as a scout with a healer merc who actually heals once every ten minutes i could round up a dozen mobs, daggerstorm and toss an AE to clean up the mess. I'd prefer if they were actually more difficult that required some effort in pulls and strategy
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#3 |
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I'm pretty sure the kunzar one probably has heroic buffs or something, seeing as alot of other solo dungeons are easy with good gear. I have heard of problems with Haggle Baron Dalnir though, so it might not be limited to that one. I wouldn't say most solo dungeons are too hard though.
There's been alot of situations in this beta of mobs ending up with heroic buffs and being extremely hard to kill. Also, the cube slimes in the kunzar instances are(and have been the entire beta)too hard since the AOE dot they do does huge damage compared to everything else. I know that atleast Arcanna'se Spire: Forgotten Sanctum is fine though. |
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#4 |
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#5 |
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They are hard enough for average players and non-dps classes, you want challenges, go play in the heroics.
In fact I'd be willing to say a lot of people are going to be having issues in the majority of the solo zones now. |
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#6 |
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Doesn't every class get some sort of regenerating ward from the dragon AA tree? I know as a channeler in the very conservative beta buff gear without using my construct or any other heals that AA ward prevents 99 % of all damage in solo zone. Adv-solo is a different story.
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#7 |
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![]() Have you done all of the solo zones yet? |
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#8 |
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I agree - IMO they're adding to many variables to the game - resolve is just one more thing tacked on to the variable effectiveness of a toon.
It's getting insane and not fun anymore - what's next "Anti" resolve or "Pro" Resolve? Just give us better content without having to re-gear and learn new attributes all the time - I'm an average player with average time to play and have no clue about all the new "stuff" we need just to fight some mobs and do some dungeons. Enough already |
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#9 |
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Not all of them no. Which one is the hardest I will give it a try tonight. Just seems thus far mobs hit like wimps but have hit points for days. Start auto attack go eat dinner and the mob will be dead. I did however find that some healing was necessary for certain encounters but I would think better gear with more potency and crit bonus would make up for that with increases ward amount. I will try more of them maybe im jumping to conclusions.
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#10 |
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Join Date: Jan 1970
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![]() I am on my raiding Ranger with mostley raid and t2 heroic couple of pieces advanced solo from ToT drops and the solo was difficult for me I can only guess how bad it was for those who don't raid and are solo or group oriented I feel the solos shojld be toned down a bit so they can have some fun as well. in my view Advanced solos are for raiders to get challenged not solos |
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#11 |
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Players that can put out 500 million dps or more are crying to easy while others who can't pass 50 million dps can and will have problems.
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#12 |
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#13 |
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![]() oh and btw there is a little strategy on the named in the solo zones as I found out. so don't try and kid folks into thinking there is none. |
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#14 |
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Last night I ran the 2 solo torsis zones. In both I took off my beta buff, and I used my healer merc. I also did not put any merc gear in or use ascendancy. I am a dirge, a casual player and I was able to clear the trash and the Boss Mobs slower than before the adjustments but I was able to clear them. The only exception was when I got to the slimes. Both of them have a proc which does around 625K, Caith was on discord at the time, and in a private conversation I asked him about this. He told me that it is a bug, and that if the content seems too hard then it is likely a bug,
My gear was sufficient for the job and all of it was earned by a solo/duo player. The other comment Caith made is that the solo and advanced solo zones are not gated by resolve, a common misconception at this time. Remember folks, it is still beta, do not be discouraged! There is still a lot of fine tuning going on. I suggest we go in, take down the names of the mobs which are out of whack, link your toon/gear and if you run ACT give them the numbers so the devs have something solid to work with. We need to give them what they need. Look how responsive they have been already! Too many people complained about the boat so it is no longer required. They have TONS of solo oriented content which is intended for us to enjoy. We just need to help them fine tune it. I get frustrated too, because I am passionate about the game, so I get it. I want us to love the game and be able to pass our love of it on to new players and returning players as well! Wouldn't it be amazing.... |
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#15 |
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![]() I promise you that if you do that with some of the names in the solo zones you will die. |
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#16 |
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#17 |
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![]() I plan to go through all the solo dungeons in unbuffed mode as I did with these two. I will take a look at the statue next. I assume you mean the one with the sword and shield in dalnir? |
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#18 |
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No its one of those huge 2 faced ones like in SoS and New Tunaria its in the city of mist market solo, final boss something something unseen.
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#19 |
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do the advance solo toris temple where trash is nuking for 700,000 and casting a fear. one on one isn't too bad but the three mob groups require casting my stoneskins. saw my orc do a 1mill heal though.
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#20 |
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bushes and boxes is my hint
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#21 |
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From what I've seen most of the solo dungeons are fine, idk about the advanced solos as I've only done the wizards den since they changed them.
Torsis solos are a problem cause most lower-geared players and alot of higher geared ones won't be able to kill the cube nameds in them, but those are bugged so we can assume they won't be doing so much damage on live. |
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#22 |
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Solo content, be it overland, quest, solo dungeon, or advanced solo dungeons do not use resolve. Resolve is a mechanic that is only applied to heroic and raid encounters.
The mitigation on all encounters have been getting tweaks over the last couple of days to allow us to fine tune some numbers. Testing done during that period, while very helpful, would not given you an accurate impression on how the encounters will be on live. Barring any emergency fixing the mitigation numbers should now be final, so going forward you will not have that inconsistency. We are also still fixing bugs, as is natural for a beta. So if you find a specific encounter too difficult, /bug it. We are running through every solo dungeon with a fresh level 100 character, usually an enchanter or bard, boosted by a level 100 boost bauble, and using all handcrafted Kunark Ascending gear. AA's are set to the solo server spec. No infusing, adorning, deity points, or reforging is ever done on these characters, and we do not use mercs. That is our entry point for solo dungeons. Note that advanced solo's are more difficult, so you may have.to bring a friend or merc if you find them more then you can handle alone. Advanced solos expect you to have geared up in the quest and solo dungeon gear. |
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#23 |
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Actually I talked to a GM who agreed,who talked to other GM's and I was instructed to put this on the forum and get people to respond to bring it to the attention of those who make these decisions. I can do most of the solo's even though they are very very hard in some. I can do one advanced solo, and the trash mobs kill me in the kunzar one. I have not tried the advanced solo in OF since they made them harder. I came to this beta with a mix of raid and heroic gear given to me. I don't raid or group anymore but I do know how to play my class well. I have been hearing nothing but complaints from people about how hard the dungeons are and many who normally can do solo dungeons can't now. I switched out my gear for the resolve gear. I have 153 resolve. My mit and sta dropped a lot, but my survivability hugely increased in the dungeons which made no sense. When I had 2.5 mil sta and high mit, I dropped dead almost before the fight started (teasing). I have been telling them to get their resolve up. Most of my gear came from the dungeons, named, questing and collections before they made the dungeons hard. People with resolve in the 145 area have either not been able to do them or had great difficulty in the few they did do. I was told they made the dungeons harder to make some raiders happy. Raiders make up a "small" portion of the EQ population. They need to meet the needs of "all" the population. In my opinion: solo's should be doable by the "average" player ie: they should be able to get the gear to do it solo. Advanced solo's should be harder but gear from the solo's should make you able to do the advanced solos. Raiders and people that group, will already be getting their gear from raids and group dungeons. Solos and advanced solos are where the "average" player gets their gear. Not all people are able to raid or do heroics and not all people want to do that. This game has "many" aspects to it. I used to raid, had a heart attack and need to keep my stress down, so I decorate for other people now and do the quest lines and dungeons. There is a "huge" decorating community that does not raid or group, but does the solo dungeons and quest lines etc. There is a "huge" community that plays to be with friends and they prefer to run in duo groups. There is a "huge" community that prefers to stay solo, they prefer to run their businesses, explore, do collection quests, work on achievements etc and do all things solo. There are many types of communities in this game. That is why I brought this up.
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#24 |
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I feel like the solo dungeons should've been made more difficult by adding strategy to some of the previously extremely easy nameds and maybe 25% more HP, instead of just giving them more mitigation and HP.
Also, on the topic of the advanced solos, I suspect the torsis and kaesora advanced solos may be too tough. The advanced solos also need gear with stats between those of heroic gear and solo gear. No real reason to run the advanced solos when you get gear equivalent to or almost equivalent to the gear from the normal solos instances. As a side note, the named mobs in Obulus Frontier seem to have become much tougher than they used to be. Might wanna look at the mitigation on them. |
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#25 |
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#26 |
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#27 |
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#28 |
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![]() Was the beta buffer handing that rare out? Because I know at least one person who was wearing a full set. And even the handcrafted is really good. |
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#29 |
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#30 |
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