Natashaelle
Time Bandit
Coal is always better if you kill as you go.I'm not even going to bother trying Coalescence Chamber or some other heavy DA quests.
Coal is always better if you kill as you go.I'm not even going to bother trying Coalescence Chamber or some other heavy DA quests.
Blockade Buster is great XP with a group that knows it super fast completion maybe it’s not on yourn list but it’s on plenty of others everyone has their preferences.I guess your hypothesis could be right for those on the TR train that actually care about extra inventory space, the people that i know are doing TR’s are done and ready to TR before the timer is up and still need to wait to TR, they dont slow down for inventory and this quest is not on their list. There is definitely no right or wrong way to TR, to each their own on the path to which they choose. I left the hamster wheel a long time back to enjoy a permadeath style of play which i have yet to get bored of.
Even if you do it can still go alert from respawns especially if the group gets split upCoal is always better if you kill as you go.
Actually It's a great idea to half the number of mobs but move their hp's to the others (so double the HP for remaining ones).I don't think there needs to be a reduction in mobs. I simply think the system needs adjusting or removal until it actually works the way it was intended.
It always felt like a waste to me. It doesn't really serve a purpose. Especially in epic. I'd just rather go right into Jungle of Khyber. not a big deal thoughThere’s no reason to get rid of that
If You want to put and end of red alert zerging, make every phase (I, II, III and IV) reduce the total exp of the quest. Period.Greetings!
As we look at our lag metrics since our changes last week, we have seen that one unfortunate side effect is that the player behavior of evoking high Dungeon Alert levels by moving quickly through dungeons has spiked, and that behavior is contributing to a different form of lag (the conditions that cause dungeon alert cause lag).
We have made an adjustment this morning to make this behavior less rewarding. All red named boss monsters will be buffed if you encounter them while dungeon alert is active. The buff is gentle for green and yellow, and gets more severe at higher dungeon alert levels. This means that players will have an easier time if they defeat minions before tackling red named bosses if dungeon alert is active.
(As an aside, bosses always got buffed with dungeon alert, but we have leaned more heavily into this. Bosses will take much longer to kill at higher levels of dungeon alert, so kill those minions!)
We will be looking further into modifying content that tends to provoke Dungeon Alert, and change Dungeon Alert to discourage play patterns that provoke the highest levels of Dungeon Alert for long periods of time.
This has been suggested 1 billion times and is the obvious answer.If You want to put and end of red alert zerging, make every phase (I, II, III and IV) reduce the total exp of the quest. Period.
I mean they outright said the change is that red named mobs get buffed more by dungeon alert, no change to trash mobs.This has been suggested 1 billion times and is the obvious answer.
The reason why we're all super sus right now is they went another path which does NOT outright de-incentivize zerging (like the XP penalty idea, which would end this behavior once and for all) but BUFF the monsters (potentially making them lag the game up more due to them not dying as easily).
I'm still giving them the benefit of the doubt. But fellas, it's getting VERY HARD...
Why would we clear the trash mobs? Just snipe the red-named if it's part of a quest objective. Unless the quest objective red-named turns into Vecna raid boss at DA4 then.... maybe.I mean they outright said the change is that red named mobs get buffed more by dungeon alert, no change to trash mobs.
making the obvious solution being to clear out the trash mobs before killing the boss? And nothing about the changes make clearing out trash more difficult?
I think the xp penalty(suggest 20% green 40% yellow and 60% plus block xp pots for red) thing could actually work to discourage the zerging with danger alert, an even better added touch is to give absolutely zero reaper xp for anything yellow danger alert or greater.If You want to put and end of red alert zerging, make every phase (I, II, III and IV) reduce the total exp of the quest. Period.
The allert is gone as U kill mobsJust last night running Smash and Burn. I don't do the puzzles just open the rusty door. What happens. Get green right off the bat. If I was running this for xp I would be not be happy that I just lost xp because of the design of the mobs. This will need to be a quest that needs to be fixed because it is notorious for DA'ing due to design and not any fault of the players.
I would suggest that you only lose the xp if you had the danger alert active at the time of quest completion. So if you do activate some form of danger alert you would have time to clean up the mess thereby lessening/removing the xp penalty and the stress on the servers.Just last night running Smash and Burn. I don't do the puzzles just open the rusty door. What happens. Get green right off the bat. If I was running this for xp I would be not be happy that I just lost xp because of the design of the mobs. This will need to be a quest that needs to be fixed because it is notorious for DA'ing due to design and not any fault of the players.
I know. That is what I do. I prefer to kill mobs as I go. I like to speed run too. So max deeps and one shotting are part of being a better player than running like a wimp.The allert is gone as U kill mobs
I have run "Offering of Blood" around a hundred or more times and have never gotten a dungeon alert. Granted, I usually run it solo on Elite.They can easily flag those quests where DA is mandatory. For instance 'Offering of Blood' is literally a chase up the mountain to the end goal; DA is absolutely going to be triggered, can't avoid it ainfe there are endless monsters chasing you. In this instance any DA amount will not trigger a penalty but at the sametime no bonus.
This doesn't work because people who join an LFM posted as "No ZERGING" often still ZERG and you are stuck with it."...From my point of view, those who want to take it slow and feel useful (which is perfectly fine, of course) should post their LFM, specifying no zerg, no alert, need heals, need tank, whatever...""".
I mean they outright said the change is that red named mobs get buffed more by dungeon alert, no change to trash mobs.
making the obvious solution being to clear out the trash mobs before killing the boss? And nothing about the changes make clearing out trash more difficult?
That's almost exactly what I said 5 days ago.Everyone seems to be missing the part about it only being "red named boss monsters" that will be buffed further by dungeon alert.