DenverRalphy wrote: »AdamBourke wrote: »IncultaWolf wrote: »AdamBourke wrote: »I was expecting it to be closer to normal group dungeons in difficulty, and it feels more like vet dlc dungeon difficulty? My normal dungeon group cant do this stuff and thats disappointing as we were excited to have some group content to do outside of dungeons.
How big are the groups from the group finder? 4 people? Or more?
Maximum of 12 players
Wow then my group was way too small. Its sad, I was looking forwards to playing this with my friends, but pugging holds no interest for us so I guess we're just gonna have to stay disappointed
I've been running 6 with man groups (1T, 1H, 4D) quite comfortably. All experienced players acquainted with each other but not necessarily having played together all the time. A tight-knit 4 man group can probably do okay as long as another group is working the area, and the area isn't full of non-grouped players pulling a train of monsters through your battles.
To me, Vengeance is a good concept, but poorly executed. While I do love the fact that lag and the annoying in-combat bug are less problematic here, there are 3 main issues I found with this campaign, and they are unfortunately a deal breaker for me:
1) AoE cap - this turns the campaign into a numbers game where sheer number wins.
2) No skill morphs - I would like to be able to use my stamsorc skills like Crystal Weapon or Bound Armaments, but unfortunately they do not exist.
3) Limited stat manipulation - Like, why can’t I just dump 70% of my max mag into stam, or 80% mag regen into stam regen?
This whole campaign just feels like a zerg campaign to me. Until they address these concerns, I will not be participating in it.
I agree! I’m loving it! Very fun to sneak around getting the questing done!