Have a few soloable mobs in a dungeon's entrace

elbas

Dalayan Beginner
Many of the groups I've gotten into have been because I look over, see someone, and ask if they want to group. To encourage more of this, I think it would help if dungeons had a few soloable mobs at the entrance.

If there were a few soloable mobs at the entrance, it would encourage me (and others) to solo there. Then when someone else comes by, we could group up and head farther in.

Paw has been good for this. There's a couple of mobs and a wanderer that I can solo at the entrance. I can fight there for a while and eventually someone else will come through. We'll group up and grab anyone else who wanders in. Eventually we have a good group going.

But other dungeons don't encourage this. Take Kaladim as an example. The mobs at the entrance are packed too closely together to be single pulled. There's nothing I can do in Kaladim if I don't have a group, so I don't hang out there. I would only go to Kaladim if I was already in a group. If I could change it, I would put three single pullable mobs at the entrance--one at the end of the zonein hall, one to the far right, and one to the far left. If that was the case, I'd hang out there more often and be more likely to be in the zone when someone else came through.

So to encourage more pickup groups in dungeons, I think it would help to have a few soloable mobs at the entrance.
 
There's plenty of mobs in other zones to solo, if that's your thing. Dungeons are for groups. Getting a group is not hard.
 
Kaledorm said:
Dungeons are for groups.

Have the game rules changed and Wiz forgot to post? Will I get in trouble for having soloed in dungeons?:lol:

This board treats soloers like medical publications treated masturbation in the Victorian era.
No it's all right, quite relaxing, and it won't make you blind or send you to hell either. You should really give it a try sometimes, then maybe you won't be so spiteful and uptight about it. Soloing is something you do while waiting for a group, you know.
 
Yea, why does everyone look down upon soloers?

Have you considered that people solo, because they're waiting for an invite? They don't feel like making a group, maybe you do? Perhaps you should invite them?



5-6 soloable mobs in the entrance is, imo a good idea. It would promote more groups in the end than you realise.
 
I'm not looking down on soloers. I made my bard because my cleric can't solo for shit unless the mob's undead. All I'm saying is it's not that difficult to find a group, most times, and if it is, go solo somewhere else. Why would you sit in a place that was made for grouping when you don't have a group to kill things with?
 
I think that's his point. He doesn't sit in a place that's meant for a group without a group, but sometimes the best way to get a group is soloing in an area and just adding random people that happen along. When I was lower level that's about how all my groups formed. I'd be soloing somewhere and then someone would come and want to solo as well, but I'd be like why don't we just group up? Then we'd start activly looking for more to make it more efficent and before I knew it I was grouping. At lower levels when travel is more of a pain, already being at a place for groups is really handy.

While I like the idea, I'm not so sure it'd be the best of ideas. I say this because, as I understand it, dungeons are ment for groups. Not that soloing isn't allowed, but groups are encouraged and exp bonuses are supplied to help that encouragement. Adding soloable content at the entrance would allow soloers to get the benefit of those exp bonuses without actually doing the 'dungeon crawl.'
 
The problem with this is, what defines what is soloable? What class is used to gauge a player's ability to solo content?

The logical choice seems to be warrior in level-appropriate gear, but that brings up a big problem: anything that a warrior could solo would probably be trivial for say, a mage, or a necromancer, or, well, you get the idea.
 
Zalman is reading in to this too far. All you need are some single pull mobs 2-3 levels below or on the same calibur of the rest of the zone.. at first I was kinda meh but the OP is right. I've gotten a lot of groups after spamming /ooc for hours getting picked up by a group or others moving into a zone I'm soloing.
 
Siquros said:
Zalman is reading in to this too far. All you need are some single pull mobs 2-3 levels below or on the same calibur of the rest of the zone.. at first I was kinda meh but the OP is right. I've gotten a lot of groups after spamming /ooc for hours getting picked up by a group or others moving into a zone I'm soloing.
Correct me if I'm wrong, as my highest level character is 31 and I've only put in a few days worth of /played across all of my characters, but isn't this what we already have?

Every dungeon I've been too so far has had weaker than average-level (for the zone) mobs at the entrance and harder mobs inside. Now, those mobs won't necessarily be soloable depending on a number of factors: class, zone geometry, type of mob, etc., but they are there.

So...it seems like this is already the case?
 
The issue is that the zone entrance to many dungeons have mobs that cannot be single pulled. I may be able to take one mob, but 2 is too much. So in zones like Mielech, Kaladim, and Yaralith, I can't do anything if I'm not in a group because the mobs at the entrance are too close together to be single pulled. So for these dungeons, I pop my head in, see no one is there, and then I leave.

The thing that got me thinking of this is that I've been fighting in Paw for a bit. Although there are two mobs at the entrance, I'm able to solo them together (just barely). I can't go any farther in than that, but with those two and a wanderer, I can hang around the entrance getting a bit of exp. Eventually someone else will poke their head in and invariably we group up. We'll group for a while and then someone else will poke their head in and join us. After a while we have a 3 or 4 man group.

This is great for me who plays at odd times and usually less than an hour at a time. I'll try to find a group, but that doesn't always work out. And I don't want to try to organize a group because as soon as I get a few players, I'll need to be logging.

I'm not saying that the entrance to a dungeon should be a great solo spot that anyone can do. Rather I'm saying that the zone entrance should have the same 2-3 mobs that are there now, but just space them out so they can be single pulled. I may not be able to go past those 2-3 mobs, but fighting them will keep me there and eventually someone else will pop their head in and we'll group up.
 
If you can only play for an hour, GO SOLO! I hate people that KNOW they are only gonna be on for a short time. Once we finally get to the dungeon, buff, clear to the camp, break camp, possably rebuff, and finally start going someone has to go.

If you can solo the two entrance mobs in Paw, head to EBL and solo some shit there, it's only two zones away.
 
Not really sure the experiences others have had but I've had a much easier time finding groups for my lower level characters. My shammy rarely has a problem, and when my sk was lower I didn't have much in the way of problems either, as of late though I've had a bit of trouble w/my sk, but I'm pretty much just chalking that up to bad luck as of late. Might make a mage eventually just to see how the solo game is really with them.
 
Heh... my problems with Groups are always the same, I will shout for a bit, then go solo for a bit, and while solo'ing I will see groups lfm about 4 or 5 lvls higher than my current lvl... ARGH! LoL... Tis a bit frustrating at times.
 
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