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How far did everyone get intoo the dungeons..
I only did some PUGS so far
But my latest endeavour ended with killing Aetheros
(and then the tank left, he blamed the healer for his death, such a noob)
The dungeon are really really challenging for PUGs.. espescially when you are only level 22...
How far did you reach?
And will coordinated guild groups make things much easier?
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"If I offended you, you needed it" -Corey Taylor
Same here. I've tried dozens of times now (the level 20 ones). Gone as DPS, Tank, and Heals. Never got a good group. The farthest my group stayed was past the first boss. Usually after a wipe or two, people up and leave.
I know I'll get flak for this, but they need to nerf the level 20 dungeons. I don't mind the difficulty, but clearly there are many that do. I'd rather lose the increased difficulty than never get to experience it at all due to people quitting after a wipe or two.
Yeh I think it's still too early to call for dungeon nerfs. The game needs a skill check and it sounds like this dungeon is it. Let the playerbase get more used to what's expected of them in dungeons first. I know it's easy for me to say since I quite haven't got there yet, but keep trying becuase I bet once you beat the dungeon you will have a good sense of accomplishment.
"If I offended you, you needed it" -Corey Taylor
I tried to do Stormtalon's lair a few times usually the group wipes on the first pull because DPS won't get out of AOE and the tank rqs.
You either play with a guild or spend your whole time being frustrated.
That's exactly the approach wow took, and look where we are.
Its the behavior of most mmorpg gamers now that they just quit and re que because it yields a higher chance of completing content..
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I did bunch of pug dungeons, we usually get true them after 1 or 2 whipe, from time to time we make a full run no deaths or reset etc.. The key thing here is that every dps and even tank must have at least 1 interupt. ( cc ) But not the healer he has no time for this trust me he has no time to cc.
Warriors can have 2 actually : kick and grapple. npc's and boss, some have 1 or 2 interupt prevention buff, that said.
here is a ex : If the boss has a 2 beside his picture, then 3 interupt is needed. Why? because the boss has 2 buff currently that prevents him to get a knockback done to him, once that is taken off then the third will do the job. Also you only have like 2 to 3 seconds make all those cc on him otherwise he has time to rebuild his buff. A bit like your dash, you can dash twice but after that it needs to rebuilt itself, well the buffs on boss or npc's work the same way - rebuilt over time.
It is not hard but needs to be done, no way out of it. It was the same in Vanilla WoW where you had players that needed to cc in dungeons, well in this game it is the same.
Another thing is casters mobs die first , dont stand in crap, tank can not tank and spank in there ( like in WoW ) they must move out of the way when boss about to do a finisher move, and they must also get out of the crap like the other players.
Also a MoO is : when you interupt a mob ( any kind ) and that he was casting when you did it, it will put his hp bar purple. That is when you just did a MoO. That means he will receive extra dmg from your abilities. ( trust me when i say you want that every single time a mob cast or is about to hit you with a ability). When you will do so you will kill those mobs without effort.
Also in Stormtalon the mini boss, where everyone has issue with. make sure that when the boss put his hands in the air to summon the adds you have 3 interupt done on him, else you wont be able to get true the adds + his aoe spells. ( thats when groups dies )
I've attempted both dungeons about 30+ times each (I am a healer), but have yet to down more than the first boss in either.
My experiance in every single LFG group, , goes one of 2 ways:
1) Tank knows the fights and is pretty good, but DPS stand in EVERYTHING, never attack marked targets, never inturrupt, and spread out all over the map during fights once they start taking butt loads of damage.
2) DPS range from ok, to what i mentioned above, ON TOP of the Tank standing in everything, and i mean EVERYTHING. I have so far, on multiple occaions, had a tank tell me that they were supposed to stand in the red telegraphs, "because they were the tank".....
Thats it, thats literally every pug i join. I am staunchly against nerfing the content, but at the same time im getting quite frustrated with not being able to clear a level 20 dungeon lol.
BTW...if anyone is on Mirkos and are not derps, inbox ur names so I can get an OK group formed.
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I completed both level 20 dungeons in PUG's during beta on my first attempts. I didn't find them overly difficult. Definitely challenging for beginner dungeons in comparison to other entry level dungeons in other MMOs. Maybe I got lucky or maybe it was because I was healing :P
I don't doubt the difficulty ramps up once players hit Veteran mode, though. But like all MMO's, give it a couple months and the dungeons will become ez breezy due to repetition.
The dungeon seem pretty fun to me so far, (ive only done the first), The challenge was awesome, getting to the end after cycling through a couple tanks made the whole thing that much better.
The difficulty reminded me of Vanilla WoW style (and not late into the game), its very refreshing to play a game that makes people think and play instead of mindlessly click.
The dungeons (including the leveling ones) were ramped up quite a bit from beta, that's prob why.
That mentality prevails only so far, at least for me. I went into it fully expecting (and quite frankly, hoping) to wipe....it didnt bother me what so ever until roughly the 30th attempt at the same dungeon, watching yet another tank stand in stuff he was just explained not to. That will wear you down, no matter how "adapting" you are. Everyone needs to pull their weight in wildstar dungeons, no amount of adapting from anyone in a group can negate that, unfortunatly.
I have healed Stormtalons with an interrupt on my bar, this is useful in many situations, like the second boss with the tornadoes, after the boss knocks you back, everyone may not dodge tornadoes and arrive back at the boss at the same time, it would be dumb to have the healer standing there with 2 other people but cant interrupt because he didn't put it on the bar.
A tank with the proper stats and build should be able to stand in some red and absorb a hit here and there, where groups have problems is when the dps do it too. Healer mana is the focus bar in this game, and when it gets to zero its gone, so in order to last through those long fights, healing cant be spammed, and the "oh crap" spells take a ton of mana/focus per spell.
It's so cute to see literally every MMORPG on the market go through this cycle.
If you design content so that it has to be grinded repeatedly, making it difficult makes it frustrating. Random stranges placed together from a queue system do not have the familiarity with one another to complete the encounters, so you have to wait on guild mates to get anything done. This creates two problems. 1) It's difficult to just run dungeons whenever you feel like it. 2) Community becomes cliquish as you only hang out with your guild.
I'm fine for difficult raids or encounters otherwise not meant to be grinded multiple times in a day, but WoW hit it out of the park with the quick, one-and-done dungeon design featured in Pandaria.
My main is a level 20 spellslinger. I have a few level 10-12 alts.
Anyways, whenever I queue up as dps or healer on my SS, I'm always put as the healer which I didn't really want to be but I'd rather get to the dungeon as soon as possible so I put up with it. Healing in this game, at least from a level 20 SS point of view, is TOUGH! The main problem: my group is constantly running out of my line of sight of my heals. I use heals that require my group be close to me. This makes things hell at times. After getting fed up with the wipes, I finally told them in chat that I was putting an icon over my head and if they need heals, they run to me. It has helped a lot.
I'm still enjoying myself but I definitely get very frustrated at times with the PUGs I'm grouped with.
What's cute is the Wow players who think that every MMO has to conform to the design ideas in that game.
If this is what you want in an MMO, there are plenty out there that provide that experience, including Wow. The dungeons in Wildstar are for those players who don't want the 15 min one and done design.
Dungeons are just one way to progress your character, there are other paths if you can't do this one.
Thats pretty much what Wildstar as a game boils down to.
I play Wildstar since early access. Since i play a Warrior Tank and a Medic Heal i ran a lot of Adventures and Dungeons with both. I'm in the mid 20's with both of them by almost exclusively running Dungeons with PUGs (not the fastest way to level, to be honest ).
I agree that group content in this game isn't the easiest one. And it's getting worse every day, because most ambitious players are already level 50. The rest of the people often behave stupid and die all the time because of it (and I don't mean failures because of inexperience, but downright stupid things). Consequence is: they get more frustrated and do even more stupid things (like pulling on their own if they think the tank is not fast enough).
That being said: I don't think it's a good idea to nerf the group content. It's not impossible to get through the dungeons with only a few wipes even with PUGs where half of them never were in the dungeon before. It's just: all players have to act responsible and try to be useful. And that is a positive thing. Because it enforces the core of group play: playing as a REAL group, where noone is carried by the others and all have to pull their weight.
Easy content just destroys all these benefits. And for what? Loot you don't need because the content is already easy enough to do it anyways? No thanks, I pass
Hmmpf...
People are already easily doing PUG's for veteran dungeons, I have no issues pugging vets at 3am when the guildies are asleep. The vet dungeons are very easy tbh almost no gear checks just tactics which are also not that complicated.
Normals are a breeze as there is no gear check and almost no tactics as aside for the main tele's you don't need to worry about anything else.
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