New Dev Blog: Shard Dungeons Preview

You will probably need to be a musket if you’re taking on the devs.

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Not really digging the fact that currently, you need to slog your way through 9 shards just to reach shard 10 every time if shard 10 can be consistently done. Why not just copy the WoW mystic dungeon mechanic where you need to complete that shard level to reactivate it for a drop with a new roll or something rather than forcing people to regrind from 1->whatever every time they fail (or succeed at the max shard)? Seems counterintuitive and only there as a filler stopgap to force people to grind just as much TM or more.

Also if you add quests to Shards, please do it at the beginning or retroactively count kills if its a progression kill quest.

The behavior at Level 10 is definitely not set in stone at this point, quite frankly we will probably change it before anyone reaches that level. We’re building a highway and I’m basically assuming (maybe incorrectly) that the “Level 10 bridge” being out at this point isn’t an issue since no one will be trying to cross it tomorrow.

Speaking pretty highly of the difficulty, hope it lives up to expectations :grin::+1:t2:

It’s really hard for us to always predict what difficulty to scale things to, as sometimes I think things are going to be difficult mechanics-wise and they’re not. So who knows.

We did some testing last night and assuming a full decked-out-in-Epics group, I imagine Levels 1-2 should be pretty easy, 3-4 should be difficult, and 5+ should be very hard. But we’ll see what happens.

But they won’t stay on epic but get legendary on the way too…

Really excited to run shard dungeons tomorrow and all weekend. Woot!

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The Major Mutations for this week will be:

Level 3+: Vindictive - Enemies that die give a buff to nearby allies which increases their damage done and decreases their damage taken by 10%. Can stack up to 5 times.

Level 6+ Last Stand - Enemies below 30% become enraged, dealing 100% increased damage.

Good luck!

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I’m pretty sure we’re going for T10 tomorrow :rofl:

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Oh yay, an Enrage on the first shard week.

and warriors won’t have to deal with a drastic swinging change for this patch!

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When gear drops from each shard level, since they are pegged to 0.05-0.1 increments, will they have some roll range or will they just be set to that difficulty’s reward tier?

In other words, can a shard 3 drop roll lower than a shard 2 drop, or are all shard 3 drops always higher?

just to make sure, but at level 6+ we only get the last stand mutation, and not both vindictive and last stand right?

It should work like the current system of epics. The attack damage will increase which should be the real difference maker. The higher gear will have a minimally higher range so it could roll lower stats on int and str.

Blog post says it’s additional so it’ll be both.

I hope not, doesn’t feel right to clear harder content only to roll worse stats. I hope shard drops are different from the norm.

Well a perfect of a higher one would be better than a perfect of the lower. And the real difference is the (EDIT: changing from attack power to level of weapon) . I’ll try to find where Riley talked about it when TM came out and add it here in an edit.

EDIT: I had the concept right but the specifics wrong. Here is the information given out before -
In regards to the stat ranges before (To be fair I’m assuming it will continue this trend)-

In regards to the gear being stronger -

BONUS What the 20.5 weapons will look like attack power wise :stuck_out_tongue:

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Wow, thanks for that!

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