I think after 3 deaths the run should be "done" in terms of leaderboards. So u die and u are done getting points for leaderboards but u can still continue doing the EA. So u can learn the boss mechs and overall this would make the content a lot less punishing for less capable players without affecting veteran players. Right now ending the run after 3 deaths is rly punishing.
prof-dracko wrote: »I think after 3 deaths the run should be "done" in terms of leaderboards. So u die and u are done getting points for leaderboards but u can still continue doing the EA. So u can learn the boss mechs and overall this would make the content a lot less punishing for less capable players without affecting veteran players. Right now ending the run after 3 deaths is rly punishing.
This would be a massive improvement. Heck, maybe even if the rewards were reduced by 20% or something afterwards it'd still be more motivation to keep pushing on.
It took us almost half an hour to beat Arc 1. We reached the Arc 5 Tho'at at around the 3h45m mark. We took some time to read the verses and took a break in the middle to explore the vendors in the lobby, but even if we were to just shave off a whole hour, that's still a long time to reach the interesting bits, and it feels like that once we've done this a bit more, the limiting factor to how far we'd get would be how much time we have in one sitting and not how fast we lose our threads.
I absolutely do not like the idea of having to spend hours just to get to the meatier bits in Arc 6 and beyond, because by then I'd probably be pretty exhausted, worn out, and out of time. The earlier arcs are easy, which is important to provide accessibility for a wide range of players, esp. those who are solo, but they also feel like a boring chore that you have to grind through.
It would be really nice if there was a way to skip ahead. We got the Conqueror achievement when we beat the "final evolution" of the Tho'at at the end of Arc 4. Maybe you could add a "start at Arc 5" option if everyone in the run has the achievement?
Or add some way to save progress. Imagine a scenario where a group has just 2 hours, and in that time they got to Arc 4 with threads remaining. I can't imagine that many will be thrilled at the idea of just abandoning the run and having to start all over again from scratch the next day, rather than being able it pick it back up where they left off.
Finally, as someone else pointed out, "Earn 2500 currency" is crazy out-of-line for a daily endeavor. If we were to compare it to the other "Earn currency" endeavor (Tel-Var), 2500 took us more time and effort than the 1500 Tel-Var weekly endeavor. 2500 ought to be weekly, not daily, and the daily should have one fewer 0 at the end.
f047ys3v3n wrote: »Also, you know it takes a crazy long time in this place just to get to the first cycle ending boss where you face the first challenge of any kind as well as decent loot with a set piece drop. Since you can't select a harder mode you will have to go through that drudgery every time you exhaust your 3 lives and have to start again. Wow, that is dull. Also, since your basically always going to loose those lives on that end cycle boss you will always be ending a cycle with 20 min or so of time invested without getting a loot peice. How depressing is that.
Rkindaleft wrote: »I died on some cycle of the Warrior who's Shehai attack was ticking me for 12k+ damage and for those who have fought it in the trial before you know it hits like 6-7 times before it stops, even with Structured Entropy, Beaming and standing in my rune + Barrier I wasn't able to outheal it solo. In hindsight I should've used Resolving Vigor or spammed an actual burst heal too but it seemed an excessive amount of damage for something that was only in Arc 3. Feels like it was not balanced correctly for one player or it's bugged.
Outside of the confusion about where those furnishing patterns are (I don't think I saw a single one on the vendor), my only feedback on the Endless Arena is:
- Feels like a slog at earlier levels. I think the enemies should die just a little faster. It's just something you kind of would expect at the very beginning. Faster kills at the start, with their health becoming increasingly higher as you progress.
Outside of the confusion about where those furnishing patterns are (I don't think I saw a single one on the vendor), my only feedback on the Endless Arena is:
Hi !
I have been reading through the whole post, and could not find anything duo vice including a healer.
Please you, who have access to this PTS and doing these test - please add a healer to your duo. Same goes for single healer.
Im a bit concerned healer mains will have to make a pass on this one.
Please can you test this for us, who main a healer.
Thank You
PS
Forgot to mention. Im on console and don´t have access to PTS.
Hi !
I have been reading through the whole post, and could not find anything duo vice including a healer.
Please you, who have access to this PTS and doing these test - please add a healer to your duo. Same goes for single healer.
Im a bit concerned healer mains will have to make a pass on this one.
Please can you test this for us, who main a healer.
Thank You
PS
Forgot to mention. Im on console and don´t have access to PTS.
Hi !
I have been reading through the whole post, and could not find anything duo vice including a healer.
Please you, who have access to this PTS and doing these test - please add a healer to your duo. Same goes for single healer.
Im a bit concerned healer mains will have to make a pass on this one.
Please can you test this for us, who main a healer.
Thank You
PS
Forgot to mention. Im on console and don´t have access to PTS.
Just no point to bring a healer in here dps and healer won't work since pushing higher arcs requires a tank so if healers want to compete they would essentially be building as a tank/healer not a pure healer you will not be able to just let dps face tank damage and heal spam them through it at a certain point that just fails tobe a option
Hi !
I have been reading through the whole post, and could not find anything duo vice including a healer.
Please you, who have access to this PTS and doing these test - please add a healer to your duo. Same goes for single healer.
Im a bit concerned healer mains will have to make a pass on this one.
Please can you test this for us, who main a healer.
Thank You
PS
Forgot to mention. Im on console and don´t have access to PTS.
Just no point to bring a healer in here dps and healer won't work since pushing higher arcs requires a tank so if healers want to compete they would essentially be building as a tank/healer not a pure healer you will not be able to just let dps face tank damage and heal spam them through it at a certain point that just fails tobe a option
Thank You for answer. Yes that´s, what I am worried about. Then it´s just about asking ZoS to make it more healer freindly.
I have seen a few streams on some runs and can see the tactical advantage of having a tank. It´s sad ZoS have manage to exclude a role for this one.
Hi !
I have been reading through the whole post, and could not find anything duo vice including a healer.
Please you, who have access to this PTS and doing these test - please add a healer to your duo. Same goes for single healer.
Im a bit concerned healer mains will have to make a pass on this one.
Please can you test this for us, who main a healer.
Thank You
PS
Forgot to mention. Im on console and don´t have access to PTS.
Just no point to bring a healer in here dps and healer won't work since pushing higher arcs requires a tank so if healers want to compete they would essentially be building as a tank/healer not a pure healer you will not be able to just let dps face tank damage and heal spam them through it at a certain point that just fails tobe a option
Thank You for answer. Yes that´s, what I am worried about. Then it´s just about asking ZoS to make it more healer freindly.
I have seen a few streams on some runs and can see the tactical advantage of having a tank. It´s sad ZoS have manage to exclude a role for this one.
oogaboogaoogabooga wrote: »So after finishing solo whole non repetative circles up to the circle 7 I can assure you the maraderus that are spawning midfight are way overtuned. It's basically the most difficult bosses right now, harder than the final ones, almost every time if you are soloing it's a guaranteed death. I think you should tune down them a little, especially the one that casting tornadoes, it had 9kk hp, I doubt there is a way to kill him fast enough before he casts 300 tornados everywhere. Make him cast tornado 1 at a time, imho
Hi !
I have been reading through the whole post, and could not find anything duo vice including a healer.
Please you, who have access to this PTS and doing these test - please add a healer to your duo. Same goes for single healer.
Im a bit concerned healer mains will have to make a pass on this one.
Please can you test this for us, who main a healer.
Thank You
PS
Forgot to mention. Im on console and don´t have access to PTS.
Just no point to bring a healer in here dps and healer won't work since pushing higher arcs requires a tank so if healers want to compete they would essentially be building as a tank/healer not a pure healer you will not be able to just let dps face tank damage and heal spam them through it at a certain point that just fails tobe a option
Thank You for answer. Yes that´s, what I am worried about. Then it´s just about asking ZoS to make it more healer freindly.
I have seen a few streams on some runs and can see the tactical advantage of having a tank. It´s sad ZoS have manage to exclude a role for this one.
I understand wanting to make the content viable for healers but since it's based around solo/duo it's not entirely a option like someone above mentioned you could probably clear arc 1 2 and maybe 3 with a dps healer setup but pushing beyond that will be a struggle without someone holding aggro off the dps
So I mean you can still farm it or achivement hunt the content as a healer you just won't be pushing for leaderboard scores the same as a dps tank duo would be
oogaboogaoogabooga wrote: »So after finishing solo whole non repetative circles up to the circle 7 I can assure you the maraderus that are spawning midfight are way overtuned. It's basically the most difficult bosses right now, harder than the final ones, almost every time if you are soloing it's a guaranteed death. I think you should tune down them a little, especially the one that casting tornadoes, it had 9kk hp, I doubt there is a way to kill him fast enough before he casts 300 tornados everywhere. Make him cast tornado 1 at a time, imho
I've managed to take down the tornado marauder it's the other one I have issues with forget it's name but it looks very similar to magma incarnate hitting me for 22k hits in a duo it's not to bad but solo that particular marauder is a certain death so far for me