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Post by Fuzz on Oct 9, 2016 14:32:33 GMT -5
This thread is for dungeon logs of Wyler. Here is an example format of a good log:
Please feel free to copy/paste this format into your post and use it as a guide for your own logs. This sort of information helps us fine tune dungeons and gives the Team a better idea of what kind of progression players are seeing so that we can fine tune the system and/or fix bugs to ensure that the leveling experience on EoA is rewarding, challenging but fair, and most importantly, fun.
No character names are needed for the logs, and this information is entirely OOC. Please do not be concerned about possible metagaming by other players, as Staff we thoroughly appreciate your contributions to making EoA the best server that it can possibly be. Thanks!
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Post by nippon on Nov 16, 2016 15:04:37 GMT -5
I've been attempting this place with 4-5 man groups and wew lads, are we getting shat on every time. As a tank I bring a full set of plate in the 37+ range, more potions than you can shake a stick at, and an assortment of grenades. As it is I'm under the impression that if you bring more than one person, you get zerg mode spawns - making this place uncompletable unless you have a group of 6+ people. I'll attempt again in the next few days with a solid 4/5 man group of varying complimenting roles (( Tank, Medic, ranged dps, dps )) and get some screenies to show exactly how insane this place is.
Last night I brought a similar group . . we made it to the second spawn in the village. It triggered seven NPC's, two of whom took Bruce out with a couple swings from a garden hoe.
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Post by kaincallavis on Nov 16, 2016 15:41:27 GMT -5
If it makes you feel any better at all, a group of several 50+ wiped in there yesterday, pretty bad.
We did have 1 or 2 at level people with us.
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Post by drunkensolamnic on Nov 16, 2016 16:34:08 GMT -5
Demolitions has been the by-word for this dungeon. There's nothing in wyler a pair of PCs lobbing frags as fast as they can doesn't fix.
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Post by Kaybrie on Jun 22, 2017 15:53:32 GMT -5
Knockdown in Wylers feels excessive, a group of 3 mutants in the basement kept me, Kitara and Allison on the ground (Kitara having knockdown resistance) till at least me and Allison were dead. Wasn't really fun, didn't even get a chance to fight back really. Allison was on the ground for 4-5 rounds strait. Kitara has mad knockdown resistance and they still kept her more or less floored.
This is keeping with and consistent with my solo runs, the only difference being they tend to spam it on Richard, so I can get shots in while he's taking the beating of his life.
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Post by electrohydra on Jun 26, 2017 14:57:50 GMT -5
The number of spawns in this dungeon is really problematic. I go there with Richard and fighting 2 vs 5 or 6 enemies at once is pretty much impossible unless you use demo. Even moreso as a Light Armor user because it's impossible not to get flanked with so many people swarming everywhere.
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Post by Kitsunenotsume on Jun 26, 2017 21:58:28 GMT -5
I have no evidence of where this is occurring, but it sounds, based off nippon 's complains on Discord, that in certain areas upstairs the spawns are making two spawns of loonies (one each per PC) and one spawn of Armored Marksmen, resulting in a 3 mob per PC fight. He was apparently running with Bruce and one hireling (Yang)
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fen
Chesterfields
Morbo finds steampunk quaint
Posts: 56
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Post by fen on Jun 27, 2017 0:54:37 GMT -5
Came in with Kitara, Doc, James, Allie One, Allie Two tonight. We got overwhelmed at the dormitory on the 2nd floor where the age old 'Defend both doors or sit it out near the stairs' debate happens. I think I'm 2 for 5 on getting past that particular spawn my last 7 runs.
Considering the 2:1 ratio that is built into the dungeon, I'd suggest lowering damage output on the mobs. After the Kitara/James wing got downed, the Doc/Allies wing fell pretty quick (not a surprise - in light armor, they hit me for 25-35 damage every time they landed a hit... which was often at +10/+5). While the numbers seem fine, when there are that many of them with that AB and damage, it just seems to add up too quick. As it stands, the most practical strategy is literally just to grenade spam as they come at you.
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Post by nippon on Jun 27, 2017 11:54:56 GMT -5
Place is scaled up a bit too high. I'm told it's supposed to be 2:1 but it spawns 3:1. Here's SS's of me solo on the second floor gyazo.com/9b720a5a054eb6784ad8ea8911d8686c Bunk Hall 3:1 gyazo.com/dd17e1b55f8fbccd181f6604451b7cd8 2F Mutant Hall 4:1 gyazo.com/443fb71436f14a26ded89982e3bd2b1e 2F Mutant Lab 3:1 (2 mutants 1 lunatic) gyazo.com/07d2881fd6873575311249fd7c0a7bae 2F Lunatic Hall 4:1 This is just a SS of salt, all the nice things I knew I coulda walked away with but tried this insane spawn anyway. What makes this spawn different from the one on the other side is all four of the lunatics usually come at you from the get go. Resulting in them overwhelming you quickly Most of my stuff is in the 47~ range (demo/dw) with heavy armor being past 50 already Edit: On this second ss ^ there was actually another lunatic in the back left padded room so that hallway had spawned 4:1
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Post by Psionic-Entity on Jun 27, 2017 13:27:48 GMT -5
No idea what these names of places are but I was able to take a look at the one where your screenshot included a map. It looks like the main issue is that there are lots of spawn waypoints that have a minimum spawn of one creature, so for small party sizes the numbers aren't working out like they did when people were testing with larger parties. It will take quite a while to get the whole area running on the newer systems but for now I'm going to overhaul the top floor and see how it plays out. Solo PC will still occasionally hit a spawn of 3-1 but with a henchman it shouldn't go over 2-1 unless you trip two spawns.
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Post by nippon on Jun 27, 2017 22:58:48 GMT -5
I would request for the instance of the solo player that the 3:1 spawns not draw up 2 mutants + 1 lunatic or 2 armored madmen + 1 lunatic. The mutants KD spam is rather difficult to deal with when there's 2 of them and the madmen simply put out oodles of damage whilst being difficult to kill themselves.
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Post by Psionic-Entity on Jun 27, 2017 23:33:25 GMT -5
Yeah the only places I'd keep three are three lunatics.
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fen
Chesterfields
Morbo finds steampunk quaint
Posts: 56
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Post by fen on Jul 22, 2017 13:38:33 GMT -5
In the basement, before the AT that takes you to Rip and Tear, we (Kitara, Doc, Rhistel, Allison, Sarah) were cut down by Armored Madmen with +14-16 AB gunfire, which seems... really high.
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Post by Lugwy on Jul 31, 2017 20:24:20 GMT -5
In the Wyler Asylum proper, the very first spawn area (when entering from the right door in the courtyard) spawned 5 lunatics while I was by myself (no henchmen).
I was too busy running to take a screencap (or confirm if this is the same throughout the place), but at the time this happened, there were 5 other players and they were all either in the Trade Quarter or the Coliseum, which rules out the possibility of someone already being in there first and inflating spawns.
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Post by Psionic-Entity on Aug 1, 2017 5:10:22 GMT -5
Changing the first spawn on the right side to the newer system next update. In the basement, before the AT that takes you to Rip and Tear, we (Kitara, Doc, Rhistel, Allison, Sarah) were cut down by Armored Madmen with +14-16 AB gunfire, which seems... really high. Which encounter? I'm looking at the room before the boss and I'm seeing a mini boss, mutants, and lunatics only.
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