Fame Farming Sucks Now

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    • Fame Farming Sucks Now

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      Is it just me or the normal dungeons are way too strong ? i dont think this is supposed to be like this, yeah mobs have way less health, but the resistance buff on normal dungeons mobs is by far inordinate,

      it makes RD totally unbalanced , you can probably finish 4-7 solo RD before you can finish a normal RD why bother in partner up with people and doing Normal RD ?

      now im not here to rant, its just that im kind of disappointed how this game force you to get into a community and now its kind of leaning towards the solo play, which NONE MMO SHOULD BE THAT WAY BTW that is the recipe for disaster.

      So there is 2 main problems regarding Dungeons with this update beside the new bugs and the ones that came back.


      1.- people complaining about the mobs reaver balance (overpowered mobs)

      2.- people complaining about getting ganked in solo dungeons


      About the Reaver Balanced and the sudden radical change about mobs in normal dungeons i really hope they sandbox is already working in nerfing a little bit the mobs resistance, and this is why

      yes they have less health, but still they nerfed their health by around 40% and increased their resistance by nearly 300% i literally have to cast a meteor around 8 time with full specs in order to take one of the hardest bosses with a party of 5 people everyone wearing 6.1 in a T6 RD, now you have to consider, that the meteor cooldown is about 25 secs with cooldown reduction food t7 and all that time spent just in one single boss, nothing special not a wipe, not a mechanic that we were doing wrong just the mob overhealeing our damage, now doesn't that sounds excessive ?

      plus the pulls are now way too separate from each other that means less mobs less fame normal dungeons right now are just not worth it right now with the new solo dungeons, you get way more fame doing solo dungeons as fast as you can then doing normal dungeons, and it simply should not be like that in any scenario possible.

      Hopefully they are working in either a nerf for the ridiculous amount of resistance that the normal dungeon mobs have currently, or boosting the fame on them.



      the second problem is about people complaining about getting ganked in solo dungeons, i think there is a misunderstanding regarding this.

      just because they are named " Solo Randomized Dungeons " doesn't mean that only you can enter, it means that they are design in a way that is viable for solo players to complete, get some fame, and some loot in case you are that kind of player that doesnt want to get involved into any community for whatever reason.

      BUT... of course it is unfair that an entire raid of people can get in and gank solo players doing solo dungeons, now as i said before solo playing should be viable, but has their limits,

      the only thing that goes into my mind in order to fix this is either set a cap for the amount of players that can get in, which i dont think is gonna happen since people can just bring scouts, to deny other players to get in, or getting a buff after killing the first boss of the dungeon that last untill you leave, so solo players have at least a chance to fight back if they are getting ganked, which i think is fair if they can make it to half of the DG or such they can get a buff that last untill they leave the DG nothing to shinny just a buff so they can fight back and make Solo Dungeons Ganking less attractive but viable at the same time,



      i don't know just leaving my thoughts here let me know what you guys think
    • New

      When I read that Solo Randomized Dungeons were coming, my first reaction was a good one. More content for people who's guilds arn't on all the time, or it's a slow day. Great right?

      Then I thought.. what's the point of a solo dungeon, if it's not gating the amount of other people coming in. What's stopping a group from going in and plowing you down in a red/black zone. In my opinion, I don't think the main selling point of this update is a good one. Everything else with the update seems alright, but oh boy did they not do solo randomized dungeons correctly.

      It needs to be revisited and hopefully expanded upon. I think it's missing out on a lot of potential simply because it doesn't stop you from being slammed. The PvP isn't the problem, it's the thought of, "Why would I want to 1 v 5 and trap myself in the process?"
    • New

      Draxido wrote:

      1.- people complaining about the mobs reaver balance (overpowered mobs)
      I actually like the pve changes, the mobs are more interesting to fight, and now require timed skill and proper equipment usage. Before it was too easy to breeze through them with whatever damage. Now the following have gained huge importance for efficient fame farm:
      • True damage
      • Armor reduction
      • Interrupts


      This just means more weapons and party comps become viable. Adding a Hammer tank instead of mace tank means you can pierce mobs easy, or mace tank but with a curse staff for the pierce beam, specter jackets are amazing now in PvE which gives leather dps more of a place in ff instead of only ranged. Honestly I like the balance a lot.

      The only problem I have *ahem* @Retroman is that the new lifesteal dramatically tiers off fighting higher tier mobs, meaning you lifesteal does dramatically less due to the increased resistances of mobs. Could this be looked into?
      Hop on in to my Discord and Twitch ^^
    • New

      baibiscuit wrote:

      Would be good to have a Sort of warning when 3 or More people are in? So to give a chance the solo guy doing the dungeon leave?
      That's an interesting idea, but it can be abused. You can then easily scout solo dungeons with 2 players. If somebody is already inside, the warning will appear, hence you'll know that a third person is inside as well. Sure, that could trigger a teleport, hard to say how the impact would be. It would not be much different though from us adding a player counter to the solo RDs. Again, it's hard to say whether that would benefit the gankers or rather help the peaceful players.
    • New

      i agree with topic.
      Before patch i could run T8 crypt with speed 4.5-5m per 1 floor/lvl. (a little bit overgear + good party teamwork/correct builds for party). per 1 dungeon it was near 450-500k "free exp".
      Right now its 10-15m per 1 floor and no...not for t8 crypt ...its t6 RD crypt. The resistance was boosted too much even for t6 dungeon.
      For example: my friend playing 1h dagger with hunter jacket +morgana back+tourch in off handed.Most part of his gear 6.3 masterpiece. If he used full burst ->he could destroy ANY t6 mob in black zones dungeon in 6-10 seconds.
      Right now his burst dealing only 40%. 40% to SOLO target.
      Armor reduction from Curse staff with Cataclysm ->before this armor reduction from W+E increase party damage on 40-45%.Right now its ...15?20?25? this is f*cking joke. Mystic can do more shit then curse right now because you dont know correct armor scaling formula
      Whats giving true damage?Poison potion.Right now we should spam poison potion on every mob if we want speedrun smt.
      Interrupts in elder dungeon?doesnt work.

      I can run solo dangeon.It will be faster,easy and get more exp as rsult. Group dungeon are dead/not profitable/much less rewarded because you also have to find group...

      The post was edited 1 time, last by Berzal ().

    • New

      Korn wrote:

      baibiscuit wrote:

      Would be good to have a Sort of warning when 3 or More people are in? So to give a chance the solo guy doing the dungeon leave?
      That's an interesting idea, but it can be abused. You can then easily scout solo dungeons with 2 players. If somebody is already inside, the warning will appear, hence you'll know that a third person is inside as well. Sure, that could trigger a teleport, hard to say how the impact would be. It would not be much different though from us adding a player counter to the solo RDs. Again, it's hard to say whether that would benefit the gankers or rather help the peaceful pplayer
      The scout mechanic would work the same, plenty of rdgs parties have one. Usually one guy with 2 pcs (know its ilegal, but still happens) or a "chest rat"
    • New

      Rixlette wrote:

      Haven't played group dungeon since update but patchnotes say mob armor was increased so to me this menas now you need something to soften that up. Use more resistance breakers. Carving sword is all the rage now i'd imagine.
      Man,try to use it. Its doesnt realy help if you compare how it was and how its right now. The curve sword,the bows,the curse with cataclysm - if you combine all them ->mobs doesnt become weak enough. Plus curse,curve sword and long bow is faaaar away from t1/s tier dps classes.
    • New

      Berzal wrote:

      Rixlette wrote:

      Haven't played group dungeon since update but patchnotes say mob armor was increased so to me this menas now you need something to soften that up. Use more resistance breakers. Carving sword is all the rage now i'd imagine.
      Man,try to use it. Its doesnt realy help if you compare how it was and how its right now. The curve sword,the bows,the curse with cataclysm - if you combine all them ->mobs doesnt become weak enough. Plus curse,curve sword and long bow is faaaar away from t1/s tier dps classes.
      Good news i guess. Fame farming was way too easy anyways since the f2p update which made faming incredibly easy compared to before. We all been spoiled by easy fame. For a group that wasn't entirely braindead clearing any t7/t8 dungeon was a walk in the park even in 4.1/5.1 gear. I welcome a higher difficulty.
      Head of the 'Traders and merchants guild'
    • New

      Rixlette wrote:

      Berzal wrote:

      Rixlette wrote:

      Haven't played group dungeon since update but patchnotes say mob armor was increased so to me this menas now you need something to soften that up. Use more resistance breakers. Carving sword is all the rage now i'd imagine.
      Man,try to use it. Its doesnt realy help if you compare how it was and how its right now. The curve sword,the bows,the curse with cataclysm - if you combine all them ->mobs doesnt become weak enough. Plus curse,curve sword and long bow is faaaar away from t1/s tier dps classes.
      Good news i guess. Fame farming was way too easy anyways since the f2p update which made faming incredibly easy compared to before. We all been spoiled by easy fame. For a group that wasn't entirely braindead clearing any t7/t8 dungeon was a walk in the park even in 4.1/5.1 gear. I welcome a higher difficulty.
      I wish they didnt nerf the bosses then. i.imgur.com/swjzfsC.jpg and i wish they didnt destroy archfiend before, you basically needed good spec on t6, and druid had alittel hard time [higher spec]... during that time holy was getting close to nerf.. holy could of snore the entire fight with 6-10second holy beam [before nerf, i say 6 cause life touch horn omelete made my holy weapon beam.. with it you can dou 2 man t6 archfiend, but druid can't do that ^,^. hence nerf with all the complain on how t5 holy beam can beat 7.2 druid XD]....... then came the nerf and his glitch skill im talking about a 200/400leather spec greataxe user vs a tank back then a 320 or so out of 400 with soldier armor and stone skin etcetc......

      Now his skill is reborn and mine boss finally got another mine on top of his... rebalance...

      so nerf... rebalance..buffed XD ehhehehe

      as for the dungeon it is harder as i went with a group to heal and the tank that usually was easy peacy had a hard time on t5...which i had to upgrade his armor higher tier.. hence the reason why they took cluster reduction from yellow and blue zone. i can understand that the cluster reduction would make it almost extreme hard to do dungeon that has increased in armor. but now you can wear above t5 without cluster reduction so that should cancel it out.. [sadly those who are experience the changes in black zone will still have the same effect since black zone has 0 cluster reduction]....

      ahh *grabs popcorn* whats next
      goo.gl/xPMhXU
      goo.gl/GK4CMs
      Random dungeon https://bit.ly/2L5TxnS
      Outnumber https://bit.ly/2YEU56n
      Arena https://bit.ly/2ZKD3or
      Hudini: https://bit.ly/2XTonBI
      HGguidance https://bit.ly/2Ymu1gs
    • New

      Ravenar wrote:

      I am confused. My daily casual fame farm at least tripled after Percival. Roaming mobs and srd give nice quick fame and without the cluster reduction it is crazy fast.

      If grd was indeed affected, I assume that was unintended? @Elsa ?
      As i said above you, if this is not intended, there was no reason to

      Finalhecate wrote:



      as for the dungeon it is harder as i went with a group to heal and the tank that usually was easy peacy had a hard time on t5...which i had to upgrade his armor higher tier.. hence the reason why they took cluster reduction from yellow and blue zone. i can understand that the cluster reduction would make it almost extreme hard to do dungeon that has increased in armor. but now you can wear above t5 without cluster reduction so that should cancel it out..
      ^--... so higher gear should cancel the hardness. there was something that im hiding right now that are being reported by player on discord... the group that does core run skip run for 2 man are having an extreme hard time. those in 3 man are also having a hard time ... before they said it was easy, now they said it's harder..... this doesn't affect high spec as i checked it doing it with someone who has a tank gear of 300+ with my 400/400.. and since now there is no cluster reduction i can bring my 7.2 at full power... that is the only information i withheld.
      goo.gl/xPMhXU
      goo.gl/GK4CMs
      Random dungeon https://bit.ly/2L5TxnS
      Outnumber https://bit.ly/2YEU56n
      Arena https://bit.ly/2ZKD3or
      Hudini: https://bit.ly/2XTonBI
      HGguidance https://bit.ly/2Ymu1gs
    • New

      @Finalhecate Yea, I was commenting on the thread title.

      They changed how mob resistances and hitpoints are handled. I can only assume that change messed up the GRD.

      Or maybe it is intended that to FF a GRD you need to wear higher tier gear. But then the fame should probably be buffed to match...

      Anyway balancing needs to be done. There are some SRD bosses that do almost no damage to you, then a few that hit for 30% insta damage. More consistency with mob difficulty and fame would be nice.
      IGN/Discord : Ravenar#2076
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