They can. Just not all of them in their very first try. That's what challenge and progression are about.
Seems we have different ideas about how people can be motivated to learn and improve. In my personal experience, incentives/rewards work well with most people, as well as giving them a sense of achievement (exactly this is the reason I would appreciate a really easy, beginner-level arc in the archive); while expectations that seem hard may motivate some, but also cause frustration in many others (and not only the lazy). If you teach someone to play the piano, you start with easy folk songs or something like that, not with a sonata by Beethoven or Chopin. That said, I'm not an expert in teaching and the motivation of students; there was a bit during my studies, but, knowing my temper, I deliberately chose not to become a teacher, so it were only some basic lessons.
Necrotech_Master wrote: »I have made my suggestion on this post about Arc one before, which was basically only putting base game bosses for stage bosses or easier ones out of all bosses.
After playing hours and hours of Endless Archive both solo and duo with different classes. I can easily say that one vision out of others stands out too much compared to other visions.
Focused Efforts vision grants tons of damage compared to other visions, and if you are lucky you can get this vision three or four times before Arc four. With right build you can breeze through Arcs until seventh or eighth with this. In one of my runs got this vision five times and my burning was ticking almost 60K for each enemy. No other vision can buff you like this.
There is some visions that gives you %3 percent direct damage or %3 more area damage. Those are just nothing compared to extra %500 percent status effect damage per stack. Five stacks will net you %2500 more status effect damage. In my opinion visions need some balancing. I would not nerf Focused Efforts in this case but would buff others significantly. Damage reduction visions are also a bit lacking, except those %10 percent unique reductions, those seems fine.
In the end hardest achievement is killing Arc 4 Tho'at which is their last evolution, which makes me think that this content is balanced around this Arc's difficulty. Getting there in my opinion is a good challenge and requires someone to actually kite and do damage, avoid area damages, dodge heavies and many other small stuff during combat. Especially if you are solo. It also requires a unique build that has proper resistances, health values, recoveries and damage.
yeah i would like to agree that some of the visions/verses seem unbalanced compared to others in terms of power
i really like most of the set visions (and their accompanied verses), though ferocious support and fiery support are way better than crystalline support (crystalline support i feel is kind of underpowered because it does no dmg compared to the other 2 set vision supports)
i wish there was a way to "banish" a vision or verse from appearing like some other rogue likes have, because frankly i never want to see the +xp, or +gold visions (or in my case +weapon poison effectiveness as i never use those), those to me are frankly a wasted slot of a roll
the worst vision roll choice i could imagine for me would be +xp, +gold, and poison effectiveness, because literally all useless lol
im hoping they can add more upgrades to be able to do something like banish 1 verse or banish 1 vision choice, as that is also part of the gameplay with this style
Toxic_Hemlock wrote: »They can. Just not all of them in their very first try. That's what challenge and progression are about.
Seems we have different ideas about how people can be motivated to learn and improve. In my personal experience, incentives/rewards work well with most people, as well as giving them a sense of achievement (exactly this is the reason I would appreciate a really easy, beginner-level arc in the archive); while expectations that seem hard may motivate some, but also cause frustration in many others (and not only the lazy). If you teach someone to play the piano, you start with easy folk songs or something like that, not with a sonata by Beethoven or Chopin. That said, I'm not an expert in teaching and the motivation of students; there was a bit during my studies, but, knowing my temper, I deliberately chose not to become a teacher, so it were only some basic lessons.
I figured I would dip my toe into this discussion and see where things were going...
The quote above is why I earlier said you should always start at the lowest common denominator, that being the delve at arc 1. Once defeated you go to arc 2 which could be level public dungeon, then normal base game dungeon for maybe a few more arcs etc etc..
I realize this would be brain dead easy to 90% of the population, but it could solve the "endless", problem. Using a smaller increase in hit points, damage done, etc. for the mobs/bosses between arcs would also increase this.
HOWEVER: A suggestions to make it not so gruesome to the more competitive players could be the aforementioned skipping arcs with a twist. If they steadfast refuse to add a vet/norm switch. They could calculate a base number to the leaderboard for each early arc you want to skip without any modifiers added, say 10k for arc 1, 20k for arc 2 etc. Then if you wanted to start at say arc 3 your calculated base score on the leaderboards would be 30k and would increase from there as you did more arcs. You could be given the option upon entering EA, at whatever arc you wanted to start at, but that would be for you to determine. Reset to arc 1 would always be possible by re-entering EA.
This suggestion would also take much of the time sink out of EA, in that if you only wanted to do say arc 10, you could. Your leaderboard score could be a base of 550k (example) and at the end of that arc you would get normal scoring.
Just something I though up, anyways, it may sound a bit convoluted, but if they won't add the switch, it might work.
Necrotech_Master wrote: »I have made my suggestion on this post about Arc one before, which was basically only putting base game bosses for stage bosses or easier ones out of all bosses.
After playing hours and hours of Endless Archive both solo and duo with different classes. I can easily say that one vision out of others stands out too much compared to other visions.
Focused Efforts vision grants tons of damage compared to other visions, and if you are lucky you can get this vision three or four times before Arc four. With right build you can breeze through Arcs until seventh or eighth with this. In one of my runs got this vision five times and my burning was ticking almost 60K for each enemy. No other vision can buff you like this.
There is some visions that gives you %3 percent direct damage or %3 more area damage. Those are just nothing compared to extra %500 percent status effect damage per stack. Five stacks will net you %2500 more status effect damage. In my opinion visions need some balancing. I would not nerf Focused Efforts in this case but would buff others significantly. Damage reduction visions are also a bit lacking, except those %10 percent unique reductions, those seems fine.
In the end hardest achievement is killing Arc 4 Tho'at which is their last evolution, which makes me think that this content is balanced around this Arc's difficulty. Getting there in my opinion is a good challenge and requires someone to actually kite and do damage, avoid area damages, dodge heavies and many other small stuff during combat. Especially if you are solo. It also requires a unique build that has proper resistances, health values, recoveries and damage.
yeah i would like to agree that some of the visions/verses seem unbalanced compared to others in terms of power
i really like most of the set visions (and their accompanied verses), though ferocious support and fiery support are way better than crystalline support (crystalline support i feel is kind of underpowered because it does no dmg compared to the other 2 set vision supports)
i wish there was a way to "banish" a vision or verse from appearing like some other rogue likes have, because frankly i never want to see the +xp, or +gold visions (or in my case +weapon poison effectiveness as i never use those), those to me are frankly a wasted slot of a roll
the worst vision roll choice i could imagine for me would be +xp, +gold, and poison effectiveness, because literally all useless lol
im hoping they can add more upgrades to be able to do something like banish 1 verse or banish 1 vision choice, as that is also part of the gameplay with this style
We need some sort of reroll for visions or trade one vision for other vision. Only once per run or something similar. Like who would choose more gold or experience for their serious run? I personally choose those gold and experience ones just to get the achievements.
Toxic_Hemlock wrote: »They can. Just not all of them in their very first try. That's what challenge and progression are about.
Seems we have different ideas about how people can be motivated to learn and improve. In my personal experience, incentives/rewards work well with most people, as well as giving them a sense of achievement (exactly this is the reason I would appreciate a really easy, beginner-level arc in the archive); while expectations that seem hard may motivate some, but also cause frustration in many others (and not only the lazy). If you teach someone to play the piano, you start with easy folk songs or something like that, not with a sonata by Beethoven or Chopin. That said, I'm not an expert in teaching and the motivation of students; there was a bit during my studies, but, knowing my temper, I deliberately chose not to become a teacher, so it were only some basic lessons.
I figured I would dip my toe into this discussion and see where things were going...
The quote above is why I earlier said you should always start at the lowest common denominator, that being the delve at arc 1. Once defeated you go to arc 2 which could be level public dungeon, then normal base game dungeon for maybe a few more arcs etc etc..
I realize this would be brain dead easy to 90% of the population, but it could solve the "endless", problem. Using a smaller increase in hit points, damage done, etc. for the mobs/bosses between arcs would also increase this.
HOWEVER: A suggestions to make it not so gruesome to the more competitive players could be the aforementioned skipping arcs with a twist. If they steadfast refuse to add a vet/norm switch. They could calculate a base number to the leaderboard for each early arc you want to skip without any modifiers added, say 10k for arc 1, 20k for arc 2 etc. Then if you wanted to start at say arc 3 your calculated base score on the leaderboards would be 30k and would increase from there as you did more arcs. You could be given the option upon entering EA, at whatever arc you wanted to start at, but that would be for you to determine. Reset to arc 1 would always be possible by re-entering EA.
This suggestion would also take much of the time sink out of EA, in that if you only wanted to do say arc 10, you could. Your leaderboard score could be a base of 550k (example) and at the end of that arc you would get normal scoring.
Just something I though up, anyways, it may sound a bit convoluted, but if they won't add the switch, it might work.
Let's say I'd consider your changes to EA, how would you adjust the rewards tied to this content?
I'll give you an example: The class sets could be made curated in a way like overland sets are already working: Delve-lvl bosses give belts as baseline, while you'd have to defeat The Serpent or any other "trial boss" at least at Arc 3 (which is now called Arc 1) to get your hands on the weapons.
And yes, I'd also put the daily there.
Toxic_Hemlock wrote: »They can. Just not all of them in their very first try. That's what challenge and progression are about.
Seems we have different ideas about how people can be motivated to learn and improve. In my personal experience, incentives/rewards work well with most people, as well as giving them a sense of achievement (exactly this is the reason I would appreciate a really easy, beginner-level arc in the archive); while expectations that seem hard may motivate some, but also cause frustration in many others (and not only the lazy). If you teach someone to play the piano, you start with easy folk songs or something like that, not with a sonata by Beethoven or Chopin. That said, I'm not an expert in teaching and the motivation of students; there was a bit during my studies, but, knowing my temper, I deliberately chose not to become a teacher, so it were only some basic lessons.
I figured I would dip my toe into this discussion and see where things were going...
The quote above is why I earlier said you should always start at the lowest common denominator, that being the delve at arc 1. Once defeated you go to arc 2 which could be level public dungeon, then normal base game dungeon for maybe a few more arcs etc etc..
I realize this would be brain dead easy to 90% of the population, but it could solve the "endless", problem. Using a smaller increase in hit points, damage done, etc. for the mobs/bosses between arcs would also increase this.
HOWEVER: A suggestions to make it not so gruesome to the more competitive players could be the aforementioned skipping arcs with a twist. If they steadfast refuse to add a vet/norm switch. They could calculate a base number to the leaderboard for each early arc you want to skip without any modifiers added, say 10k for arc 1, 20k for arc 2 etc. Then if you wanted to start at say arc 3 your calculated base score on the leaderboards would be 30k and would increase from there as you did more arcs. You could be given the option upon entering EA, at whatever arc you wanted to start at, but that would be for you to determine. Reset to arc 1 would always be possible by re-entering EA.
This suggestion would also take much of the time sink out of EA, in that if you only wanted to do say arc 10, you could. Your leaderboard score could be a base of 550k (example) and at the end of that arc you would get normal scoring.
Just something I though up, anyways, it may sound a bit convoluted, but if they won't add the switch, it might work.
I consider myself a casual player, the most difficult thing I've done in the game is Vet MA no death, and I usually bench around 100k on a dummy.
Toxic_Hemlock wrote: »They can. Just not all of them in their very first try. That's what challenge and progression are about.
Seems we have different ideas about how people can be motivated to learn and improve. In my personal experience, incentives/rewards work well with most people, as well as giving them a sense of achievement (exactly this is the reason I would appreciate a really easy, beginner-level arc in the archive); while expectations that seem hard may motivate some, but also cause frustration in many others (and not only the lazy). If you teach someone to play the piano, you start with easy folk songs or something like that, not with a sonata by Beethoven or Chopin. That said, I'm not an expert in teaching and the motivation of students; there was a bit during my studies, but, knowing my temper, I deliberately chose not to become a teacher, so it were only some basic lessons.
I figured I would dip my toe into this discussion and see where things were going...
The quote above is why I earlier said you should always start at the lowest common denominator, that being the delve at arc 1. Once defeated you go to arc 2 which could be level public dungeon, then normal base game dungeon for maybe a few more arcs etc etc..
I realize this would be brain dead easy to 90% of the population, but it could solve the "endless", problem. Using a smaller increase in hit points, damage done, etc. for the mobs/bosses between arcs would also increase this.
HOWEVER: A suggestions to make it not so gruesome to the more competitive players could be the aforementioned skipping arcs with a twist. If they steadfast refuse to add a vet/norm switch. They could calculate a base number to the leaderboard for each early arc you want to skip without any modifiers added, say 10k for arc 1, 20k for arc 2 etc. Then if you wanted to start at say arc 3 your calculated base score on the leaderboards would be 30k and would increase from there as you did more arcs. You could be given the option upon entering EA, at whatever arc you wanted to start at, but that would be for you to determine. Reset to arc 1 would always be possible by re-entering EA.
This suggestion would also take much of the time sink out of EA, in that if you only wanted to do say arc 10, you could. Your leaderboard score could be a base of 550k (example) and at the end of that arc you would get normal scoring.
Just something I though up, anyways, it may sound a bit convoluted, but if they won't add the switch, it might work.
Necrotech_Master wrote: »asking for arc 1 to be made even easier is in my opinion asking for all solo content (such as maelstrom or vateshran) to be made even easier, as to me its roughly equivalent content
I consider myself a casual player, the most difficult thing I've done in the game is Vet MA no death, and I usually bench around 100k on a dummy.
To me this reads like the exact opposite of "casual".Vet MA? Never ever. Normal took me four and a half hours years ago and I made sure never to even go anywhere near that place again.
100k? Also, pretty sure I'll never even get anywhere close to that.
boi_anachronism_ wrote: »Toxic_Hemlock wrote: »They can. Just not all of them in their very first try. That's what challenge and progression are about.
Seems we have different ideas about how people can be motivated to learn and improve. In my personal experience, incentives/rewards work well with most people, as well as giving them a sense of achievement (exactly this is the reason I would appreciate a really easy, beginner-level arc in the archive); while expectations that seem hard may motivate some, but also cause frustration in many others (and not only the lazy). If you teach someone to play the piano, you start with easy folk songs or something like that, not with a sonata by Beethoven or Chopin. That said, I'm not an expert in teaching and the motivation of students; there was a bit during my studies, but, knowing my temper, I deliberately chose not to become a teacher, so it were only some basic lessons.
I figured I would dip my toe into this discussion and see where things were going...
The quote above is why I earlier said you should always start at the lowest common denominator, that being the delve at arc 1. Once defeated you go to arc 2 which could be level public dungeon, then normal base game dungeon for maybe a few more arcs etc etc..
I realize this would be brain dead easy to 90% of the population, but it could solve the "endless", problem. Using a smaller increase in hit points, damage done, etc. for the mobs/bosses between arcs would also increase this.
HOWEVER: A suggestions to make it not so gruesome to the more competitive players could be the aforementioned skipping arcs with a twist. If they steadfast refuse to add a vet/norm switch. They could calculate a base number to the leaderboard for each early arc you want to skip without any modifiers added, say 10k for arc 1, 20k for arc 2 etc. Then if you wanted to start at say arc 3 your calculated base score on the leaderboards would be 30k and would increase from there as you did more arcs. You could be given the option upon entering EA, at whatever arc you wanted to start at, but that would be for you to determine. Reset to arc 1 would always be possible by re-entering EA.
This suggestion would also take much of the time sink out of EA, in that if you only wanted to do say arc 10, you could. Your leaderboard score could be a base of 550k (example) and at the end of that arc you would get normal scoring.
Just something I though up, anyways, it may sound a bit convoluted, but if they won't add the switch, it might work.
I mean endless archive is in the name, its intended that way. Id honestly be gob smacked if they added an option for you to skip arcs. It pretty much goes against the entire premise. They certainly wouldnt award you missed points for skipping an arc. Im more on board with a maelstrom situation where you dont lose your progress for just signing off but just arent eligible for leaderboard. Personally even as a vet player i dont have 10hrs at a time to sink into it. I got a full time job and responsibilities. Id venture to guess that the majority would share that opinion. Id add a few threads too. 3 is just not enough for the target audience of arc 1. I mean if they got for argument sake 5 at arc 1, 4 at arc 2, and then 3 there after even I think that might help a bit. You definitely bang your head at a boss more then 3 times if you havent seen it before. I think arc one bosses should probably be a bit more curated since a lot of casual and overland players have never set foot in a trial and cant understand the complexity of some of the mechanics.
I consider myself a casual player, the most difficult thing I've done in the game is Vet MA no death, and I usually bench around 100k on a dummy. However, I haven't done many trials and I also play on about 280 ping on average, so mechanics are a bit of a pain point for me.
The biggest observation I can make is that the whole thing REALLY is designed for two people. The companions and pets eat *** on every mechanic - this is a really big problem at bosses especially on Tho. It's frustrating for a scrub like me when there are like 4 mechanics going on and I can't rely on someone else to interrupt or tank a mechanic. The side games and fights are also a little frustrating for the same reasons. It feels like there should be a bonus advantage if you're going in solo because you're just doing everything... solo. The lack of normal to vet is a strange omission to me also. I know you could just say "Just group with someone" but why did they bother letting you solo it if it's clearly not meant to be soloed?
On average I make it to Arc 3 but usually die to either a boss I haven't seen before or a Marauder. Trash mobs are no problem in general but the Marauder difficulty is dependant on what arena you get - some of the rooms and tiny and cramped and basically you're dead in this case. One of the Marauders (fire) I just can't kill, his light attacks do 12k when I'm blocking. I feel like if you encounter this guy in Arc 2 either his health or DPS needs to be sharppy reduced. The others are psychotic but okay. The other cause of death is the boss fights but that comes down to me not understanding the mechanics. Disappointing but if I was playing ~SERIOUSLY~ I would look up a guide.
Tho is confusing and frustrating for me because the visuals are hard to look at and there is just lots going on for one casual person to digest
Overall I'd be interested in these changes:
-A bonus for solo players, or a split between nm and vet.
-Reduced damage or HP on marauders in Act 2
-Some mechanics not damaging pets/companions
-The marauders should spawn as a random Wave 4 within a cycle after all the other ads are dead.
-3 Cycles down from 5 Cycles within an Arc. 5 takes foreverrrrrrrr
-Difficulty spiking after Arc 4 but what I think I'm really asking is a tweak to soloing marauders and Tho.
I'll play it maybe once or twice a week at this rate.
Toxic_Hemlock wrote: »Necrotech_Master wrote: »asking for arc 1 to be made even easier is in my opinion asking for all solo content (such as maelstrom or vateshran) to be made even easier, as to me its roughly equivalent content
Most of your post just referred to how you do things and I won't comment on it.
This paragraph is my only real focus in that my suggestion made arc 1 in EA irrelevant as in if you never want to see it, you NEVER have to. the other arenas have no bearing whatsoever on the topic either as we are talking about EA here.
Necrotech_Master wrote: »Toxic_Hemlock wrote: »Necrotech_Master wrote: »asking for arc 1 to be made even easier is in my opinion asking for all solo content (such as maelstrom or vateshran) to be made even easier, as to me its roughly equivalent content
Most of your post just referred to how you do things and I won't comment on it.
This paragraph is my only real focus in that my suggestion made arc 1 in EA irrelevant as in if you never want to see it, you NEVER have to. the other arenas have no bearing whatsoever on the topic either as we are talking about EA here.
i dont mind starting from arc 1, thats the point of the mode you start easy and then build up your buffs to be able to sustain and handle the difficulty increases later...SNIP
Necrotech_Master wrote: »
a bit of background from me is that whenever i make a new character nowadays (which isnt too often), i never craft gear for them, i immediately port into public dungeons at lvl 3 (i skip the tutorial too) and run around with no gear until i get drops in the public dungeon, i basically port to public dungeons for the skyshard and group boss at a minimum and repeat this until about level 10
at which point i go to imperial city and farm from lvl 10 until 50
the most challenging thing i did on a low lvl character was solo kill a banner boss in IC on my lvl 14 arcanist using a mishmash of generic non-set gear, some of it a bit underleveled
i know a lot of this is because ive been playing the game since launch and have experienced virtually all content the game has to offer (at least cleared everything on vet), and i still have the reflexes to deal with the faster combat
Well, coincidentally I for myself play piano (not even near a a top-notch level, but still) since I was 10 years old. And I can assure you, that I never hadn't had the chance to play something to my liking, if I hadn't faced the challenges on my way. You don't start playing piano with easy folk songs tho, but some theory and a whole lot of finger exercises and Etudes to figure out how to control your hands completely seperate from each other while nonetheless coordinating them as a whole. That process takes several years and can be quite demotivating in between. Some nice melodies on the way help with this of course, here I agree with you. Most of the motivation comes from oneself tho and from the goal you want to reach. For example hearing someone else playing a beautiful Sonata or Nocturno is motivating. Hearing myself becoming better with each try is motivating too.
If you would demand a training mode with altered rules (at least saving and unlimited lives should apply) and reasonable nerfed rewards, we wouldn't disagree I think.
But I'm quite sure, that nerfing only the content while leaving tied-in rewards untouched would do no good. I mean, why should I bother with learning Beethoven's Pathetique (that beast took me almost a year till I learned to play it with enjoyment) if easy folk songs are all I need.
boi_anachronism_ wrote: »Wait are you suggesting that EA should have an arc at a difficulty that a lvl 4 newbie should be able to clear? Consider this: you don't get random dungeon finder until lvl 10 and the 2 dungeons you have access to with 3 other ppl in your party are fg1 and sc1. The easiest non-overland content in the game requires lvl 10. At that experience lvl a true newbie wouldnt be able to solo a dolmen. You dont have a full skill bar even.
NoticeMeArkay wrote: »DUTCH_REAPER wrote: »As a player who has spent many many hours in EA solo and in duo with my wife, making it to 7-4-2, I want to share my thoughts.
1. ARC 2 red guy with 4 arms mini boss needs to be brought inline with the other atro mini bosses that can show up. (No seriously he is overtuned compared to the others. Yes I can beat him solo but the fact remains he is over performing)
2. ARC 4 Tho'at, when the first boss goes into shield mode and spawns the golden missiles that get shot at you, needs to be slightly down tuned in damage.
3. Dragon pedestal bosses need a MUCH bigger platform, seriously when 99% of the platform currently goes red....sigh
All in all I absolutely LOVE this arena. Its fun, its challenging and the rotation of getting different rewards from the vendor's rotation make it appealable. I would love to see the trial bosses that show up drop trial gear (non perfected). My biggest complaint is the random losing of buffs on your player and that the run can take a VERY long time. We were in there for almost 6 hours reaching 7-4-2.
All in all, great job ZOS! but please fix bugs asap
about 2) The shield mirrors your damage, the orbs spawn in response to the damage that hits her shield. If you don't attack her, she'll lower the shield again and no orbs will spawn at all.
Toxic_Hemlock wrote: »Necrotech_Master wrote: »Toxic_Hemlock wrote: »Necrotech_Master wrote: »asking for arc 1 to be made even easier is in my opinion asking for all solo content (such as maelstrom or vateshran) to be made even easier, as to me its roughly equivalent content
Most of your post just referred to how you do things and I won't comment on it.
This paragraph is my only real focus in that my suggestion made arc 1 in EA irrelevant as in if you never want to see it, you NEVER have to. the other arenas have no bearing whatsoever on the topic either as we are talking about EA here.
i dont mind starting from arc 1, thats the point of the mode you start easy and then build up your buffs to be able to sustain and handle the difficulty increases later...SNIP
Additive buffs were something else, I didn't add into my post as I figured it getting was confusing enough for some; also I didn't want to write a novel. That said, they could offer a cumulative buff along with the arc you decided to start at equivalent to the base ones offered. Either chosen by the player upon entering or predetermined.
Like I said it is just an idea and not totally fleshed out, but if you ironed out the wrinkles it might be an option.
Edit: keyboard was at fault I swear!
Necrotech_Master wrote: »
a bit of background from me is that whenever i make a new character nowadays (which isnt too often), i never craft gear for them, i immediately port into public dungeons at lvl 3 (i skip the tutorial too) and run around with no gear until i get drops in the public dungeon, i basically port to public dungeons for the skyshard and group boss at a minimum and repeat this until about level 10
at which point i go to imperial city and farm from lvl 10 until 50
the most challenging thing i did on a low lvl character was solo kill a banner boss in IC on my lvl 14 arcanist using a mishmash of generic non-set gear, some of it a bit underleveled
i know a lot of this is because ive been playing the game since launch and have experienced virtually all content the game has to offer (at least cleared everything on vet), and i still have the reflexes to deal with the faster combat
How many CPs do you activate on those characters?
boi_anachronism_ wrote: »Wait are you suggesting that EA should have an arc at a difficulty that a lvl 4 newbie should be able to clear? Consider this: you don't get random dungeon finder until lvl 10 and the 2 dungeons you have access to with 3 other ppl in your party are fg1 and sc1. The easiest non-overland content in the game requires lvl 10. At that experience lvl a true newbie wouldnt be able to solo a dolmen. You dont have a full skill bar even.
If skippable (considered something like a training arc for newbie players to have a look at the concept), why not?
daemondamian wrote: »The Endless Archives make Bastion Nymic seem like a walk in the park lol - speaking in terms of doing it solo with a companion.
It does seem like the difficulty ramps up really high at the beginning of Arc 3 compared to the first two like going from Vet Fungal Grotto 1 to vet Scalecaller Peak or vet Fang Lair?
Also having to unequip and re-equip armor sets because the effects (say like Minor Force) randomly disappear for no reason is kind of annoying especially if you haven't realised you've lost the effects when a Marauder shows up.
Necrotech_Master wrote: »daemondamian wrote: »The Endless Archives make Bastion Nymic seem like a walk in the park lol - speaking in terms of doing it solo with a companion.
It does seem like the difficulty ramps up really high at the beginning of Arc 3 compared to the first two like going from Vet Fungal Grotto 1 to vet Scalecaller Peak or vet Fang Lair?
Also having to unequip and re-equip armor sets because the effects (say like Minor Force) randomly disappear for no reason is kind of annoying especially if you haven't realised you've lost the effects when a Marauder shows up.
there is a known bug where sets stop working after you do one of the bonus stages which can transform you (the watcher one or the goat one)
daemondamian wrote: »Necrotech_Master wrote: »daemondamian wrote: »The Endless Archives make Bastion Nymic seem like a walk in the park lol - speaking in terms of doing it solo with a companion.
It does seem like the difficulty ramps up really high at the beginning of Arc 3 compared to the first two like going from Vet Fungal Grotto 1 to vet Scalecaller Peak or vet Fang Lair?
Also having to unequip and re-equip armor sets because the effects (say like Minor Force) randomly disappear for no reason is kind of annoying especially if you haven't realised you've lost the effects when a Marauder shows up.
there is a known bug where sets stop working after you do one of the bonus stages which can transform you (the watcher one or the goat one)
Ahhh thankyou I will know now to look out for that happening then next time
Necrotech_Master wrote: »Necrotech_Master wrote: »
a bit of background from me is that whenever i make a new character nowadays (which isnt too often), i never craft gear for them, i immediately port into public dungeons at lvl 3 (i skip the tutorial too) and run around with no gear until i get drops in the public dungeon, i basically port to public dungeons for the skyshard and group boss at a minimum and repeat this until about level 10
at which point i go to imperial city and farm from lvl 10 until 50
the most challenging thing i did on a low lvl character was solo kill a banner boss in IC on my lvl 14 arcanist using a mishmash of generic non-set gear, some of it a bit underleveled
i know a lot of this is because ive been playing the game since launch and have experienced virtually all content the game has to offer (at least cleared everything on vet), and i still have the reflexes to deal with the faster combat
How many CPs do you activate on those characters?
one of the things i do when i make a new toon before i actually go adventuring is various unlocks (guild skill lines: mages, fighters, undaunted, psijic (to unlock psijic portals), dark brotherhood (unlock blade of woe), thieves guild (unlock thieves troves), and bag upgrades
i dont do mount upgrades because i cant do them all at once, i dont do crafting certification because i dont like daily writs, and i level up my crafts by deconning junk i pick up
if i have the cp im going to use it, its part of making the character to me
even with that though it still takes skill to solo a boss like that, and knowledge of said bosses mechanics