I came across this problem with the Dragonstar Arena and was seriously annoyed. I like things being soloable (if you have good enough gear/skill to do so), but some dungeons are designed to not be in a way that annoys me to no end.
the1andonlyskwex wrote: »Dungeons are group activities. Making them soloable severely limits the types of interesting mechanics that they can include.
AcadianPaladin wrote: »If I can't solo it, I don't do it. Only my templar is able to solo Direfrost Keep and I hate that my other characters can't . . . or I can't tell my companion to stand on that stupid plate. Even Stibbons can stand on a plate for crying out loud (Stibbo Stay!).
I solo nDSA without issues. Where do you have trouble?
I solo nDSA without issues. Where do you have trouble?
I think it's the penultimate boss, the one with skeletons where you get teleported to another area. When you get teleported the battle resets since there is no longer anyone in the main boss room. But I haven't found any way of avoiding that teleport. It just spawns right beneath your feet and you get instantly teleported whether you like it or not, resetting the boss.
While I rarely run dungeons solo nowadays, I think there should always be the possibility to do so. So I'm against forced grouping by hard-set mechanics.
It's not logical to block progress of players, which otherwise could complete said dungeons easily by simply placing a button, like in direfrost keep for example.
That said, also agree with Soarora above: The ability to solo dungeons must not lead to a reduction of general complexity of mechanics. So I wouldn't touch fights like the harvester in wayrest sewers 2 or chaining mechanics like in FG2. It' on the player to find creative solutions for thus encounters, if he intends to solo them.
mdjessup4906 wrote: »I play with groups all the time, and I still like soloing. LET ME SOLO DANG IT!
Those mechs are also really irritating when you don't have a full group. Can't do the secret bosses in several of the dungeons because of it, which is especially annoying when we're in there for a lore/story run and the whole point is to do everything.
They could just make the player-number mechs scale to how many group members there are. Like, if there's only one person in group, you only need one pressure plate/brazier/etc, 2 players requires 2, and so on. And hard stuns, pins, etc don't happen if there's no one to break you free.
Necrotech_Master wrote: »mdjessup4906 wrote: »I play with groups all the time, and I still like soloing. LET ME SOLO DANG IT!
Those mechs are also really irritating when you don't have a full group. Can't do the secret bosses in several of the dungeons because of it, which is especially annoying when we're in there for a lore/story run and the whole point is to do everything.
They could just make the player-number mechs scale to how many group members there are. Like, if there's only one person in group, you only need one pressure plate/brazier/etc, 2 players requires 2, and so on. And hard stuns, pins, etc don't happen if there's no one to break you free.
they did implement some of those things for newer dlc dungeons
coral aerie all of the side bosses are accessible solo, and the 4th secret boss while it has pressure pads, will work with any group size as long as the whole group is standing on them so its possible to solo still
mdjessup4906 wrote: »coral aerie all of the side bosses are accessible solo, and the 4th secret boss while it has pressure pads, will work with any group size as long as the whole group is standing on them so its possible to solo still
Might have to try this again then. I two manned this with a guildie earlier this year and had to beg for 2 more people at the end because the thing wouldn't open with just us.