Zerocell1/2 damage

Imported from legacy Flarum.
Original author: yurizeta (Flarum #846)

Lower zerocell1 and zerocell2 mob damage

Description:
We have had a few rounds of changes to the first 2 floors but I still feel it is too imbalanced. Certain mobs have skills that deal waaaay too much damage.
I have attached 2 clips of my spirit handler using 50% medium resist to try and mitigate damage at the cost of damage cards but I still die to one hit skills.
The Warlock does frosty misty-> boom you are dead. The Geneticist does cart cannon → boom dead again. If I add any more resists I lose so much more damage.
As a crit class I have to balance resist, damage and get 250 crit. (I get that using a Arbiter card and the new shoe. Does not help that the new shoe lowers HP. Thx gravity)

[upl-file uuid=bab3197f-7b63-4894-ba18-3ea2e03168b4 size=3MB]zcclip1-edit.mp4[/upl-file]
[upl-file uuid=7a4b84b5-3f0b-400b-bece-94a9ac7a41bc size=15MB]zcclip2.mp4[/upl-file]

It feels like there are 3 ways for me to farm these 2 maps.

  1. Get a Sarah card and spam pots. (Does not look likely)
  2. Play a meta class with MVP cards and Demigod and hopefully one hit the monster before it hits you. (I would like to play doram if possible.)
  3. Get 90+% medium resist and join a HH party with really op players and run behind them doing nothing.

I say HH in point3 as I feel zerocell 1/2 are more catered to solo play and zerocell 3/4 more catered towards party play with the addition of the party loot there.
But even in party play, dying repeatedly to one hit skills leaves a bad taste esp when you have worked to get resists.

I am open to suggestions from other players on how to survive here.
I have tried to switch to alice and use a Tan card on armor to increase my damage and hence get hit lesser and even there its just a matter of time before one catches you off guard and you die.
Classes like WH are also very badly affected as if they die and lose all AP they cannot deal damage without calamity gale.

Why is this a good idea?
Allow a challenging but fair gameplay. The current gameplay is either get one shot or try to kill the monster in one shot before it can kill you.

What risks or downsides does it have?
Some classes can farm even better.

Imported from legacy Flarum.
Original author: Average (Flarum #615)

@yurizeta for me just farm elsewhere and buy the mats when its cheap, usually when people done HH and such

Im WH main and its a painfull experience for me

Imported from legacy Flarum.
Original author: Eneru (Flarum #1119)

@Average Well, that’s all there is left for this content for a lot of us. That’s why i was interested in the other post “Zero cell slight nerf”, because i feel it’s sad that there is content that’s basically gatekeeped to a few jobs and/or few people with the required MVP cards.

Having new content but the only experience from it we get is just buying new shiny mats in the market (at clearly manipulated prices) is sad.

Imported from legacy Flarum.
Original author: KaptainPickles (Flarum #722)

I guess I disagree 1+2 are “catered to solo play”. This the current meta endgame dungeon. you’re intended to go with a party and you don’t need OP players. I don’t have Sarah card and don’t have a problem with party play unless the party is chaotic and disorganized. A tank, devo, and a priest (or 2 depending on party size) should keep the party alive fairly well if geared properly.

Imported from legacy Flarum.
Original author: yurizeta (Flarum #846)

@KaptainPickles
I don’t see why such a party would not go to Zerocell3/4 then.
Anyway agree to disagree.

Imported from legacy Flarum.
Original author: telu (Flarum #782)

I’m gonna paraphrase what I said in the other thread : I don’t think one shot is a bad thing but it needs to be avoidable.

Aoe skills with a long casting time can one shot because there’s counterplay. Even targeted skills with cast time can be circumvented using terrain to break line of sight so it’d be ok.

Mobs instant casting targeted skills shouldn’t one shot, there’s no counterplay besides having a tank take aggro for you.

So yeah, if we agree on the premise that ZCS1/2 are meant to be solo farmed, having the monster skills damage scaled with how easy/hard they are to avoid would really help make the experience less frustrating. Heck it could even make it fun

I personally loved farming reputation in D1 for that : different monsters present different threats and the effectiveness of your farm depends on how well you prioritize your targets and I would really love for zcs to become the end game version of that

Imported from legacy Flarum.
Original author: KaptainPickles (Flarum #722)

@yurizeta Because 3 and 4 are more difficult. You need stronger players and/or better gear. It’s all party play.

Sorry but -1. It’s fine how it is now. I’m sorry you’re struggling, but a party would help in an end game dungeon.

Imported from legacy Flarum.
Original author: havah99 (Flarum #1333)

@KaptainPickles While this maybe theoretically true, I haven’t seen any parties running ZC 1/2 other than during happy hours. I do agree that ZC 1/2 is explicitly catered for Solo play - due to the lack for party loot (which all other party play maps have - Valk, Gef, ZC 3/4).

I don’t think this is about a player / class struggling or not, but rather around how the content itself is structured in terms of reward (eg: Valk is not a particularly difficult map. But the reward/drop rate is structured around party play).