OP's request:
" I kindly request that you consider alternative ways for dedicated solo players to obtain raid items — whether through adjusted solo modes, alternative challenges, or other in-game systems."
Some people are introverts and do not want to group. (Que all non-introverts claiming...
Not to be "that guy" but those are random encounters, not quests. And yes, one of the drawbacks of the new wilderness mechanic of resetting areas so one must be quick and/or plan ahead and be carrying around needed items before finding the random encounters.
The quest is working as designed. It is very challenging for most toons. It forces one out of their comfort zone of R1 easy mode zerg fest. HC toons should literally be asking for more quests like this.
HARDCORE
Key Characteristics
Permadeath/No Respawn: The most defining feature; death...
Going on 9 pages and still not a single viable solution i.e. one that would actually ever be implemented, to the proposed issue. Thought ya'll were concerned about wasting your time...
You can either spend time or money. If your solution is a way that elimates ones need of spending time then what would incentivize someone to spend money? Oh wait, no solution was proposed, only a desire for change. What would this change be exactly?
Easiest answer is also laziest...go to ddowiki.com and read up where it is all in one spot. There is A LOT of information about level 20 and beyond and you have many options. Does not contain 100% of all information on all things and some info is outdated but will save you time compared to what...
Archmage is just a generic term for magic-user whether that be wizard or sorceror or warlock or bard or druid or... just no divine abilities. Games have necessary limitations so seeing as how this is a forum on DDO, in our game, an Archmage is a Wizard that uses one of 7 areas of magic available...
No hearsay involved when I TR'd my main into a Bladeforged, talked to Hilda and received all of the Winter lutes. I then checked leader boards and lo and behold I was in first place! I then ran into Haverdasher and died, which took way longer than I thought with not being reduced to -10...
I would imagine they do in fact disappear since you have broken your "Vow of Glory" and are not following the stated rules. You can start as Iconic and get Lutes if you agree to be capped with 1599 XP but if you have them in inventory and "start" (again...) as Iconic you have over the XP limit...
Remove curse spell works also as would scroll, clickie, etc. Unyielding Sentinel gives 1 curse absorb every minute not immunity. Plague Reaper curses you each hit.
Paladins do not become immune to curses but diseases with Divine Health. The improved version of Remove Disease does not gain the ability to remove curses but acts as Greater Restoration effect with Core 3 or KotC. Remove curse pots and others are always a good idea to carry.
They are trying to make as many people happy as possible and will never make everyone happy. The biggest complaint from a seperate HC server was that it left the other worlds vacant. The new format addresses that. Everyone is free to implement their own set of "rules" within this system. Just...
+4 stat, + 4 damage, +18 mp/rp, either +30% dshot/strike or +6 crit damage burst for melee/ranged and similar bonuses for casters... add this to the huge bonuses to survivability... again, it is just math for R1. R2? no one is talking about R2 this concerns R1.
No one is arguing that R1 is a more difficult setting than elite. R1 is relatively easier with a sufficient amount of Reaper Points compared to elite depending on level. R1 players do 77% of damage and take 1.2x amount of damage while healing at 44%. This is overcome with between 21 and 40...
Dungeon scaling has impacted traps from its conception in Update 2. For an "established" player R1 is "Normal" for a new player Normal is "Normal." Elite is for experienced players who know how to play e.g. avoiding dying in traps. The game is working as intended.
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