Scale the tower spawn rate

Scale the tower spawn rate

in The Nightmare Within

Posted by: florence.1674

florence.1674

The tower maze spawn is way too over the top. I know there are people who claim they can solo the maze, but I doubt they can solo a full spawn. I think most likely, a zerg probably cleared most of the spawn leaving them to “solo” their way up.

Which brings us to the biggest flaw of the dungeon. People who have not unlocked all the travel golems are going to suffer. Who is going to help them climb up the tower?

If this spawn rate does not change, I honestly see this dying faster than Teq.

WvW law #1: nobody in WvW can count.

Scale the tower spawn rate

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Posted by: Ronah.2869

Ronah.2869

The tower maze spawn is way too over the top. I know there are people who claim they can solo the maze, but I doubt they can solo a full spawn. I think most likely, a zerg probably cleared most of the spawn leaving them to “solo” their way up.

Which brings us to the biggest flaw of the dungeon. People who have not unlocked all the travel golems are going to suffer. Who is going to help them climb up the tower?

If this spawn rate does not change, I honestly see this dying faster than Teq.

You are right. This “public dungeon” as I may call it is really bad implemented. I like the feeling, the design, the atmosphere but is meant to be done with a zerg or having a lot of running speed. But somehow, people are not too much interested in zerging now. It feels they do it the first 2-3 days then if you missed it you will not see the end of the arc….again.
well, A-net needs to think more about the players mentality and not how they want the players to play the game.

Scale the tower spawn rate

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Posted by: digiowl.9620

digiowl.9620

I suspect that what is happening is that mob spawns are not reserved for each individual mob. Instead they are generic spawns without larger groups of mobs (toxic, nightmare, bandit etc). And when a zerg clears out a group of mobs, they go on a 90 second cooldown. Then they start spawning on the first available spot for their kind of group. And that often happens to be the very spot that some unfortunate player happened to just having cleared on his jaunt towards the top. End result is that for that particular player it seems like the game is spawning new mobs within second of the old one dying.

Then again, event spawns seems to scale up in batches. But fails to scale down if the event is abandoned. Meaning that a upscaled batch of event mobs may linger in an area for quite some time.

Scale the tower spawn rate

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Posted by: Moshari.8570

Moshari.8570

I actually thought the scaling was pretty good. Started going up with a group of 3, we ran into nothing we couldn’t handle, as we climbed we joined 2 more and then another group of 4 who were having trouble progressing, and finally at 3rd level we ran into the zerg. After that it was all massive zerg-spawns. But it seemed that the lower two levels were easily handled by our group of 3-5-9 on our way up….and we didn’t run through, we fought our way through raising each other as we went down.

Scale the tower spawn rate

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Posted by: digiowl.9620

digiowl.9620

And thats the thing, i suspect the mobs are well spaced out and all that, when the instance have recently reset. But once you have had a couple of groups come through, you are likely to have mobs spawning on top of mobs simply by chance of what spawn points picked.

Scale the tower spawn rate

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Posted by: Mesket.5728

Mesket.5728

I don’t find it a problem… I mean, it is representing a fortress invasion, so I expect to be overrun by their defenses.

Zerk is the average Joe build. Don’t pat yourself in the back too hard.