Dungeon Balancing
Might not be so bad if the graveling burrows didn’t throw out Obstructed/Miss messages after they hit 65%-ish where they begin to collapse.
That doesn’t change the fact that any event in which I have to play babysitter to an NPC or object has become the bane of my existence.
Nethalia Frostmane [Ranger], Lyzanxia Unsu [Engineer]
Torg Darkmaw [Thief], Zekka The Architect [Elementalist]
1.) Make all explorable dungeon modes Lvl 80 (cause it makes it stupidly difficult for lower levels)
I agree with this. It feels like this is how explorables should be done. At max level.
I know that lower level people can do it, but it just feels that its tuned for players with proper gear at their level and all their traits/utilities
1.) Make all explorable dungeon modes Lvl 80 (cause it makes it stupidly difficult for lower levels)
I agree with this. It feels like this is how explorables should be done. At max level.
I know that lower level people can do it, but it just feels that its tuned for players with proper gear at their level and all their traits/utilities
Reluctantly did a explorable cm run with my level 48 guardian, some level 60’s and one 80 who honestly? was the worst skilled and least suited to a dungeon ever (signets…signets everywhere)
Actually despite some badly tuned cheese moments with traps, managed to do it, the reward offset the costs of repairs though not by much and we all went home with some tokens.
Can I recommend that you do them at level 80 instead?
Sure, but I would rather recommend you ask some people who’ve successfully run the dungeons to give you some pointers, a good team build, utilities, bring some extra weapon choices etc, will offer you FAR more than those levels will ever offer you, as all they’ll do is give you some more stats via traits to be downgraded by the scaling.
One thing I’ve found, and it may be just personal preference, bring at least one ranged weapon, being able to fall back and deal damage or stay out of pbaoe etc is a godsend. and ask that warrior if he knows what he’s doing and if he refuses to change out those signets and keeps dying KICK him
1.) Make all explorable dungeon modes Lvl 80 (cause it makes it stupidly difficult for lower levels)
I agree with this. It feels like this is how explorables should be done. At max level.
I know that lower level people can do it, but it just feels that its tuned for players with proper gear at their level and all their traits/utilitiesReluctantly did a explorable cm run with my level 48 guardian, some level 60’s and one 80 who honestly? was the worst skilled and least suited to a dungeon ever (signets…signets everywhere)
Actually despite some badly tuned cheese moments with traps, managed to do it, the reward offset the costs of repairs though not by much and we all went home with some tokens.
Can I recommend that you do them at level 80 instead?
Sure, but I would rather recommend you ask some people who’ve successfully run the dungeons to give you some pointers, a good team build, utilities, bring some extra weapon choices etc, will offer you FAR more than those levels will ever offer you, as all they’ll do is give you some more stats via traits to be downgraded by the scaling.
One thing I’ve found, and it may be just personal preference, bring at least one ranged weapon, being able to fall back and deal damage or stay out of pbaoe etc is a godsend. and ask that warrior if he knows what he’s doing and if he refuses to change out those signets and keeps dying KICK him
I’m not saying i had a problem with explorables or that i was dying alot, i got on fine. Its just a general feeling i had.
Obviously good players playing low level chars will do better than bad players playing high level chars.
1.) Make all explorable dungeon modes Lvl 80 (cause it makes it stupidly difficult for lower levels)
I agree with this. It feels like this is how explorables should be done. At max level.
I know that lower level people can do it, but it just feels that its tuned for players with proper gear at their level and all their traits/utilitiesReluctantly did a explorable cm run with my level 48 guardian, some level 60’s and one 80 who honestly? was the worst skilled and least suited to a dungeon ever (signets…signets everywhere)
Actually despite some badly tuned cheese moments with traps, managed to do it, the reward offset the costs of repairs though not by much and we all went home with some tokens.
Can I recommend that you do them at level 80 instead?
Sure, but I would rather recommend you ask some people who’ve successfully run the dungeons to give you some pointers, a good team build, utilities, bring some extra weapon choices etc, will offer you FAR more than those levels will ever offer you, as all they’ll do is give you some more stats via traits to be downgraded by the scaling.
One thing I’ve found, and it may be just personal preference, bring at least one ranged weapon, being able to fall back and deal damage or stay out of pbaoe etc is a godsend. and ask that warrior if he knows what he’s doing and if he refuses to change out those signets and keeps dying KICK him
I’m not saying i had a problem with explorables or that i was dying alot, i got on fine. Its just a general feeling i had.
Obviously good players playing low level chars will do better than bad players playing high level chars.
The real issues, that I can still hand on heart say I noted, was the lack of a sense that I was shown this passively, before I had to deal with it, when players are suddenly subjected to an instant downstate damage attack, as early as the first or second dungeon without being at least shown it then it is just trial and error, and trial and error is expensive, this I feel compounds their feeling that the repair costs are a deterrent to learning the mechanics
“http://www.themmnetwork.com/2011/11/01/sequelitis-takes-on-mega-man-and-mega-man-x/
Warning contains the F bomb but explains conveyance as performed brilliantly by megaman x for snes
I’ve done AC explorable with people around level ~40 without optimal gear. It went fine. Of course, not all of my runs have been smooth though.
The big issue is the TERRIBLE hit detection on the burrows. If that issue was fixed, then the hardest part of a run would probably be kohler.
I suggest taking path 2 for now, as there are no burrows in it.