I undestand that ZOS wanted players to group, but what happens is you get people in the group which are on different stages, like one has all ichors, some two, and others have just started collecting. So, the group is going back and forth killing like 10 seekers until the dungeon could be started.
Dagoth_Rac wrote: »People did not want harder group content. They wanted harder solo content.
The game is stuffed to the gills with difficult group content, and all of it is easier to group for and easier to get everyone on the same page. So why do this convoluted, difficult group content?
"Harder overland" absolutely has to be instanced. We understand that. There is no way around that. You cannot have some players toggled to "super difficult" fighting side by side with players toggled to "super casual". It would be like having a Trial group where 6 players are on Normal and 6 are on Veteran Hard Mode. That just will not work in any way, shape, or form. You cannot have some players able to faceroll the enemies that are supposed to be a challenge to the players next to them.
But if it must be instanced, let it be a solo instance. And let players use their Normal/Veteran toggle to control difficulty, just like with Maelstrom or Vateshran.
"Harder overland" should have been daily mini-arenas that are solo instanced and can be done either normal or veteran.
There are 25 base game 4-man veteran dungeons.
There are 28 DLC 4-man veteran dungeons
There is a base game 4-man arenas.
There is a DLC 4-man arena.
There are 3 base game 12-man trials
There are 9 DLC 12-man trials.
Difficult group content, both moderately difficult and extremely difficult, is well covered.
There are 2 DLC 1-man arenas.
Difficult solo content is severely lacking. This would have been a great chance to add that. And maybe even a first step toward adding more of these daily solo mini-arenas to other zones, gradually expanding solo content. Instead we got awkward, tedious, 4-man group content that is not as much fun and not as rewarding as literally dozen and dozens of existing 4-man content instances. Heck, even Craglorn stuff like Rahni-Za and Shada's Tear is more enjoyable 4-man quasi-overland content than this.
Alphawolf01A wrote: »I forgot to mention the Tribute fragment and the handful of Antiquities leads that are also in there, adding to the "necessity" to complete it.
Apparently the ToT bit now falls from the overland bosses, so event completion is not needed.
Alphawolf01A wrote: »I forgot to mention the Tribute fragment and the handful of Antiquities leads that are also in there, adding to the "necessity" to complete it.
Apparently the ToT bit now falls from the overland bosses, so event completion is not needed.
I had the ToT piece that is supposed to drop from Herald's Seekers drop from one of Gorne's bosses
Luke_Flamesword wrote: »Anyone know what happens when you logout or leave Bastion in half of doing it? Can you go back with no problem or you have to kill 5 seekers again? I want to do it solo with all puzzles, but don't know if have to prepare more free time or just casually go and continue later if I will be short of time...
I never even managed to get into Bastion Nymic on PTS. Dolmens, Geysers, Harrowstorms and Volcanic Vents all can be joined dynamically when you see one is open on the map, similarly when Dragons spawn in Elsweyr, and Oblivion Portals in Blackwood/Deadlands you can just enter which means it doesn't matter if they're not mapped. But for Bastion Nymic you can't really do it dynamically as there's never enough people around at the right time to kill a Herald's Seeker. Since I never even got that far on PTS I don't even know how to open the Edifices after that.
Bastion Nymic, intended for a group of four. Which you will definitely need unless you're a real raid tier player. I have tried twice to get in with groups.
The first group was only three people. We found that each group of trash mobs cumulatively has as many HP as a world boss, and when we got to the actual first boss, we couldn't finish him off and ended up giving up.
The second group, we had four players and were actually in the instance and I thought we were ready to start. Then suddenly everyone's meds wore off simultaneously and they were like "I don't have the quest, we need to kill Seekers", ran out all the way to Telvanni Peninsula and scattered all over looking for Seekers. I gave up trying to get everyone back together, and now I'm probably going to miss the daily because nobody seems to be doing the daily now and there is no LFG function for it.
This kind of thing simply isn't going to work, especially not as a daily quest. Bastion Nymic either needs to be changed to scale for solo play, or there needs to be a LFG, or group mechanics somehow need to be changed to allow for this kind of chaotic behavior. The simplest solution probably would be to rework it as a dungeon and let it use the regular dungeon queue.
Bastion Nymic, intended for a group of four. Which you will definitely need unless you're a real raid tier player. I have tried twice to get in with groups.
The first group was only three people. We found that each group of trash mobs cumulatively has as many HP as a world boss, and when we got to the actual first boss, we couldn't finish him off and ended up giving up.
The second group, we had four players and were actually in the instance and I thought we were ready to start. Then suddenly everyone's meds wore off simultaneously and they were like "I don't have the quest, we need to kill Seekers", ran out all the way to Telvanni Peninsula and scattered all over looking for Seekers. I gave up trying to get everyone back together, and now I'm probably going to miss the daily because nobody seems to be doing the daily now and there is no LFG function for it.
This kind of thing simply isn't going to work, especially not as a daily quest. Bastion Nymic either needs to be changed to scale for solo play, or there needs to be a LFG, or group mechanics somehow need to be changed to allow for this kind of chaotic behavior. The simplest solution probably would be to rework it as a dungeon and let it use the regular dungeon queue.
Necrotech_Master wrote: »Alphawolf01A wrote: »I forgot to mention the Tribute fragment and the handful of Antiquities leads that are also in there, adding to the "necessity" to complete it.
Apparently the ToT bit now falls from the overland bosses, so event completion is not needed.
I had the ToT piece that is supposed to drop from Herald's Seekers drop from one of Gorne's bosses
i think there is one from the delves, one from public dungeons, one from heralds, one from regular WBs, and one from a quest
did you get the one that is supposed to drop from public dungeons or the one from heralds in a public dungeon?
No, the endless dungeon's being released later this year.Tenthirty2 wrote: »Bastion Nymic, intended for a group of four. Which you will definitely need unless you're a real raid tier player. I have tried twice to get in with groups.
The first group was only three people. We found that each group of trash mobs cumulatively has as many HP as a world boss, and when we got to the actual first boss, we couldn't finish him off and ended up giving up.
The second group, we had four players and were actually in the instance and I thought we were ready to start. Then suddenly everyone's meds wore off simultaneously and they were like "I don't have the quest, we need to kill Seekers", ran out all the way to Telvanni Peninsula and scattered all over looking for Seekers. I gave up trying to get everyone back together, and now I'm probably going to miss the daily because nobody seems to be doing the daily now and there is no LFG function for it.
This kind of thing simply isn't going to work, especially not as a daily quest. Bastion Nymic either needs to be changed to scale for solo play, or there needs to be a LFG, or group mechanics somehow need to be changed to allow for this kind of chaotic behavior. The simplest solution probably would be to rework it as a dungeon and let it use the regular dungeon queue.
Is Bastion Nymic the "Endless dungeon" they talked about?
No, the endless dungeon's being released later this year.Tenthirty2 wrote: »Bastion Nymic, intended for a group of four. Which you will definitely need unless you're a real raid tier player. I have tried twice to get in with groups.
The first group was only three people. We found that each group of trash mobs cumulatively has as many HP as a world boss, and when we got to the actual first boss, we couldn't finish him off and ended up giving up.
The second group, we had four players and were actually in the instance and I thought we were ready to start. Then suddenly everyone's meds wore off simultaneously and they were like "I don't have the quest, we need to kill Seekers", ran out all the way to Telvanni Peninsula and scattered all over looking for Seekers. I gave up trying to get everyone back together, and now I'm probably going to miss the daily because nobody seems to be doing the daily now and there is no LFG function for it.
This kind of thing simply isn't going to work, especially not as a daily quest. Bastion Nymic either needs to be changed to scale for solo play, or there needs to be a LFG, or group mechanics somehow need to be changed to allow for this kind of chaotic behavior. The simplest solution probably would be to rework it as a dungeon and let it use the regular dungeon queue.
Is Bastion Nymic the "Endless dungeon" they talked about?
Two things I discovered today.
1) if everyone has the exact same daily, then all ichors looted will count towards the five so if you’re in a group of four with the same daily you only need to kill two seekers. If you have a different daily then only your own looted ichor counts. So the best way to do the daily is to form a group and then have one person share the quest.
2) if one person has collected five ichor they can open the portal, others can port to them and the quest will update to the next stage.
Suggestions:
(1) Make the ichors collectible even if you are not on the quest, or in a group. From the roaming Herald's Seekers. Happen to get in on killing one, whether as part of a group or solo? Get an ichor. Everybody who gets loot from a Herald's Seeker gets an ichor, like it was a regular World Boss or even like a Dragon.
(2) Make it so that entrance to the "instanced" area leads to a preliminary room, from which passing to the *second* room requires a total set amount of something, which may be contributed *by any member of the group*. If someone's turned up without enough, but someone else has too much? They can contribute their surplus instead. Someone wants to solo it? They gotta collect ALL of the stuff. Like if 4 people need 2 each, 1 person needs 8. Also, if the group as a whole doesn't have enough, then individuals or the whole group can back out of the instance and go farm more, and the instance will be saved so long as at least one person remains in it (the rest may leave to go get what they need, and come back when they have it.
(3) Anyone who leaves the group prematurely, leaves the instance and loses the quest (and may get it again). But there should be no disbanding or booting, the only person you may remove from the group is yourself (i.e. leader may leave but may not boot or disband, only way to disband is if it gets down to 2 people and one leaves.)
(4) Reward needs to be, frankly, on the tier of purple or even gold crafting materials with a chance of it being jewelry materials (and I mean platings, not grains). Even if it was something like 30% dreugh wax / 30% tempering alloy / 30% rosin / 10% chromium plating.
colossalvoids wrote: »Seems at this thread would be monitored for feedback so here's mine.
Five ichors is kinda an overkill (but absolutely fine when grouped), three would be plenty but I'd prefer them dropping even without a quest so we can store or discard any amounts on will. Free entrance to zone would be good after the first clear but can perfectly understand the need for a barrier.
Difficulty wise I personally really like how it's tuned, for solo/duo it is. With more people would most probably get too boring and face rolly which would definitely reduce the fun to challenge factor.
Seems it gonna be nerfed according to forum feedback so I'd at least hope there might be a solution to still have some difficulty left there for one's who desire to play it how it was designed initially, make it a "scroll" at the start or something but if it will get rekt it still will be undesirable content for ones complaining and big fat nothing for ones who actually preferred it to usual dolmen like zerg fests.
Get your group before the quest - and have one person only take the quest then share to the entire group. Come back and share feedback - will it take less seekers to kill for the entire group? (if not sure what I'm talking about scroll up - wrote more above as an answer).
Get your group before the quest - and have one person only take the quest then share to the entire group. Come back and share feedback - will it take less seekers to kill for the entire group? (if not sure what I'm talking about scroll up - wrote more above as an answer).
I can confirm (as I did in my previous post) that if you’re grouped and all have the same shared quest, you need to kill less seekers because every person looting it will contribute to your total of five.
Luke_Flamesword wrote: »Eh, overland full of Seekers is annoying - there are too many of them.
Credible_Joe wrote: »Hey all. Wanted to follow up here. We have been passing the feedback from players regarding Bastion Nymic to the dev team for them to address. We'll follow up as we get more information. However, please continue to provide your feedback here on your experience in Bastion Nymic. We'll continue to pass feedback and bugs on to the team as they work to address issues. Thanks, all.
Thanks Kevin.
I was excited for Nymics as an overland event that I would be able to solo in an instanced environment, taking NPC companions or guild mates with at my leisure. This made the hard group checks and group-oriented difficulty very disappointing.
If I recall correctly, there was some dev comments regarding overland content feedback that mentioned these world events as a measure to address those criticisms. I really feel that the mark was missed; if we can't solo them, then the whole point is moot, and overland difficulty is exactly the same.
I think group play should be rewarded, and solo play shouldn't be punished. Nymics should definitely be difficult to solo, but not impossible.