Mutated dungeons need a rework for blighted and corrupted. These dungeons need to be harder and require ward + resistance gear

We need to be pre-blighted the whole time we are in mutated genesis. We should be forced to have +blight resistance gear and force us to be chugging blight potions.

Rework it so by M10 people need to have a couple pieces of gear with +blight resistance and or they are forced to chug major pots.

Also make blight potions take blight seeds.

Same thing goes for Tempest. That one guy soloed the dungeon with no bugs so this needs to be changed. Way too easy. Constant corruption timer ticking away. Force players to wear +corruption resistance and ward gear or else they start to require to much healing.

Laz needs some sort of global debuff like blight/corruption

3 Likes

Typical PvE player suggestions.
And how is it then any harder as soon as you wear that gear and chuck that potions.
Will be then as easy as now.
It only adds annoyance and hassle. No difficulty.
So a clear NO.

15 Likes

Yeah, thats true.

More mechanical Fights would be greatly appreciated.

I really like the new Boss designs of Tempest.

I think the Mutation System is a good base System which the Devs can build on.
I’d love to see additional phases for known Bosses to give them something special if their Dungeon got mutated.

2 Likes

Forcing poeple to get specifc, and subpar at that, gear is lazy diffuculty and would just add a pointless grind to get your new set to 625.

3 Likes

For this to be plausible they would have to either add specific gear intended to be useful in these scenarios that are named and easily farmed drops or they would have to dramatically alter the RNG system for crafting gear. Being able to accumulate several different sets of gear for different instances and mutation levels is beyond the financial means of 95% of the players. Most players use the same set of gear for everything not out of lazyness but they are struggling to piece what they have now together.

I do think for the players sitting at M10 now they probably need to introduce some additional challenge modes to this to keep them entertained. Maybe a “Hard Mode” that is above the current mutator modes. That mode can carry those suggested requirements for the players who want to tackle that. Maybe introduce some unique skins or what not for accomplishing those feats.

1 Like

As a PVE player I agree. All this does is add annoying micromanaging and further consumable costs. Also RNG on getting the proper gear. It doesn’t make the dungeons any harder. It just gives more gated barriers for entry due to RNG drops or crappy crafted and consumable costs that are already a small fortune. A lot of players cant afford honing stones and tinctures and arrows and stuff. That measly 1k gold does not cover my costs for doing a dungeon run already.

1 Like

No.

I’m still STILL STILL struggling to get appropriate healer gear to level to 625 yet. Fuck this RNG system. Want required ward and resistance gear? Let us buy it with faction tokens and give us more control over crafting. Requirements hiding behind RNG = bull SHIT.

Some crews already have specific warded armor for each enemy to roll through M10s relatively painlessly, including me (tank/bruiser, 625gs heavy and light sets for each, dozens of weapons, etc). It was pretty obvious from the 580 weapon and end game quests we would be expected to have weapons and armor for specific enemy types. Like this is the part of the game I enjoy and I find it satisfying being equipped properly for smooth runs.

Now my crew are working on optimising builds and play styles for sub-20min runs of current mutation of gen as the challenge, for example. As a tank, I have been experimenting with sword and shield combos for maximum damage and survivability. I keep all my shards, but they sell slots for boss completion and 6k shards as an easy earner. They sell to PVP types who have little interest in the work required to speed run M10s.

All “hardness” should come from game mechanics. When single mistake from even one member would lead to whole group wipe that you can call hard. Developers should make fights where all classes have to do to something specific: healers clear debuffs, tanks pooling mobs to specific ground spots, dds interacting with something \ interrupt deadly attacks with stuns etc, etc.
Few specific interactions means “easy mode” and whensinglemistakeleadstowipe whould be “hard mode”.

3 Likes

agreed

No.

Adding further gear checks do absolutely nothing, but place arbitrary obstacles in the way of people playing together.

Fights should be full of interesting mechanics that require skill, coordination and teamplay all whilst being visually stunning (dynasty M10 last boss is a good example).

Tempest fights are also a step in the right direction and there’s a lot going on with last fight in terms of mechanics which in higher level mutations (if damage scaled right) will require more than just left clicking.

I’d like to see more intelligent interaction mid fight with the environment requiring multiple players to do something simultaneously. Garden keeper (when done in M10 properly) is also a really good fight.

As someone has said above have things going on where there is a definite reason to bring along a dedicated tank, healer, CC etc.

3 Likes

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