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Doom and the Dark Father’s spawn

Started by Drakelord · 2018-03-19 · 60 posts · General Discussions
#0
I already posted about this last year, there is WAY to much side spawn and the dang rubber band on the DFs, we had one DF down to 8% (we had three) when the hour for the scheduled event was over and most of the players needed to leave.   Ever time we go to Doom with a PAS Party (Guide event) of ten players, we are facing three or more DFs.  Now we like doing Doom, well we did before this spawning of named liches with god knows everything else.  Can we please dial back on the spawning.  There is far to much of it!!!
#1
Maybe the wrong forum for this post. But I agree with it.
#2
Maybe the wrong forum for this post. But I agree with it.
Ya, I had no idea where to post it here.
#3
Maybe try general Discussion or bug report section? Also, you could bring this up at the next Dev Meet and Greet.
#4
since all shards are affected, I think general discussions for now.
#5
You’re doing it wrong, I can solo a DF and even if there is 3 of us all the spawn makes it easier (being a sampire) 

It doesn’t need changed. Just change your gameplay
#6
Sampire, use double axe with double strike.
make sure to get honor in.  it can be soloed without honor, but takes longer.
Onslaught mastery is a big help, as its a nice damage boost.
Use Whirlwind, and evasion when the spawn pops.

It can be done on other templates, but remember Dark father is immune to AI, so double - strike weapon is best, and whirlwind is best for managing spawn.  other methods will work, but will be slower and less effective.
#7
I dont lke being forced to use a certain template to do an encounter. Sampire is fine for DF, but every other template may get into trouble. I did Doom events with larger groups and it was always pure chaos. I can handle the challenge, but when people die over and over they lose interest in doom. Not everyone has a sampire or wants to play one. And there are newer people that arent equipped that good or max skilled, but still would like to go there. Just disable the rubber banding and let groups fight a single DF with his spawn away from the other DFs, but dont let him pass the entrance to the hidden room.
And please disable the invulnerability of the Flesh Render.
#8
Personally, I have absolutely no desire to ever use a sampire. People shouldn't need to "change their gameplay", the dark fathers should be able to be handled by a group, and currently the rubber banding and insane amount of spawn makes them a nightmare.
#9

I don't care much for the invulnerability of the fleshrender either, that needs to go, it just wastes time that people don't have to play with as is.

The Darkfather also doesn't need the short leash either, there is no reason from someone to have to fight within range of multiple DF's.  The spawn rate I think is ok when your only fighting one DF at a time,  I say make the leash range bigger to allow people to drag one out and kill before fighting another.

#10
Maybe try general Discussion or bug report section? Also, you could bring this up at the next Dev Meet and Greet.
I did that once already, but I will do it again (Dev M&G)
#11
PapaSmurf said:
You’re doing it wrong, I can solo a DF and even if there is 3 of us all the spawn makes it easier (being a sampire) 

It doesn’t need changed. Just change your gameplay
Ok you do not get it, this is a GUILD event, 10 people, warriors/archers, tamers/mages/bards, and pets we there to fight the evil Dark Fathers, and win, not get our butts handed to us on silver platters, now when you are fighting Solo I can see it would be far easier than with umpteen people and pets there.  Also, I do not enjoy fighting with swords, I have played an Archer/mage/bard/tamer far to long to change my style so No sampire for me. 

However, I do thank you for your input.

As I was saying we had one DF down to 8% after an hour, then it all fell apart as most of us had to leave.   Now before this change in Doom [PAS] used to roll in across the beach charge the DFs and even with the spawn it had back then were able to beat them down run the rooms and attack the DFs once more.   Well within the hour that was scheduled.  Today that is impossible.  Since the Revamping of Doom [PAS] has yet to finish that event.  It is getting to the point now that when Doom is schedule newer members avoided logging in.

Now I am not asking they change the rooms or the DFs, JUST Dial back on the Dang spawning of undead and others.  Give us back the NORMAL spawn from before.
#12
You know we went to the lowest level of Shame last night, another Dungeon that was revamped.  At least there we able to fight and win.  15 people with pets and summons (two parties)  When asked why so many showed up, the answer was "It's not Doom".
#13
Well, the dungeons name is "Doom".
#14
*Looks frantically for the easy switch*

Please don’t be upset when you can’t kill a few dark fathers, if it was easy everyone would be doing it  :p
#16
PapaSmurf said:
*Looks frantically for the easy switch*

Please don’t be upset when you can’t kill a few dark fathers, if it was easy everyone would be doing it  :p
I am not upset about the DFs, my main concerns are the spawn.  Far to much and they need to dial it back
#17
Looks like I am stuck in a box. 

If no Sampires:
Find the sweet spot where the DF will not rubberband back. Concentrate on 1 DF.  Tell the others to stop running to the beach everytime something chases them.  Put pets and archers on the DF as much as they can (pets doing area damage will change targets often, keep them on DF).  Everyone else kill spawn with spells. Invis and heal each other as needed.  Bards can help.

It does take a while and there are many deaths.  It is not much fun without a sampire.


#18
PapaSmurf said:
*Looks frantically for the easy switch*

Please don’t be upset when you can’t kill a few dark fathers, if it was easy everyone would be doing it  :p
Asking for the spawn to be dialed back isn't pushing the easy button. It's asking the devs to consider making a reasonable change to the dark father spawn to make it more bearable for those of us who don't want to play with the sampire easy button.
#19
Drowy said:
I dont lke being forced to use a certain template to do an encounter. Sampire is fine for DF, but every other template may get into trouble. I did Doom events with larger groups and it was always pure chaos. I can handle the challenge, but when people die over and over they lose interest in doom. Not everyone has a sampire or wants to play one. And there are newer people that arent equipped that good or max skilled, but still would like to go there. Just disable the rubber banding and let groups fight a single DF with his spawn away from the other DFs, but dont let him pass the entrance to the hidden room.
And please disable the invulnerability of the Flesh Render.
oldschool cross healing then.   2 or more dexters crosshealing has been how to beat doom since the day it came out.
#20
Faeryl said:
PapaSmurf said:
*Looks frantically for the easy switch*

Please don’t be upset when you can’t kill a few dark fathers, if it was easy everyone would be doing it  :p
Asking for the spawn to be dialed back isn't pushing the easy button. It's asking the devs to consider making a reasonable change to the dark father spawn to make it more bearable for those of us who don't want to play with the sampire easy button.
The thing is gear and templates have come a long way.  If people were in just an imbued suit, with 720 skill points, i would agree with you.

but we've had major power creep in the past 3 years, which was around the time doom was revamped.

I think the difficulty is right around where it should be considering the massive power upgrades given in the forms of gear, and the pet upgrade.

It should be difficult, it was nearly impossible before if you werent geared well or with a group.  Im talking like 10 years ago.  It was very common for spawn to over-run the area if it wasnt hanled properly.  same complaints then as now, but people managed.

The thing i like about challenging encounters is that it does give a use to these legendaries.  It gives an incentive to make that 800 skill point character with, upgrade your gear, use the masteries, and adapt playstyle.


#21
Pawain said:
Looks like I am stuck in a box. 

If no Sampires:
Find the sweet spot where the DF will not rubberband back. Concentrate on 1 DF.  Tell the others to stop running to the beach everytime something chases them.  Put pets and archers on the DF as much as they can (pets doing area damage will change targets often, keep them on DF).  Everyone else kill spawn with spells. Invis and heal each other as needed.  Bards can help.

It does take a while and there are many deaths.  It is not much fun without a sampire.


This is the best answer. There is indeed a "Sweet spot" where you can fight a DF without him rubberbanding back to center. DF's also have paragon AI, so anyone that RUNS from a spawn will just create more chaos, as now the DF will be switching targets and throw everyone off kilter.

People need to learn to invis aggro off themselves, and/or trust a guildmate to do it. If you are running as a Guild/Alliance event, you should coordinate roles and have someone sit in the back and spot heal and invis. A little coordination can go a long way.

Pick a front-liner to tank the DF and make sure they keep it in place. They need to have trust in their group to keep them healed. A tank that gets scared and runs at low health is going to get everyone killed. A sampire is great for this, but a paladin or pet will work too.

Everyone *EXCEPT* the tank needs to immediately pull off DF and kill the spawns whenever they are up. If the tank has WW, they should use that, but they should not chase after the spawns. Pets are good for this, or mages with undead/elemental slayers. I find most people just ignore the spawn and expect someone else to do it, then it just kills everyone.

If the DF does rubberband back to center, just wait for it. Tamers need to be on the spot with pets to call them back so they don't aggro the other DF's. If the one you were fighting doesn't come back for some reason, have 1 person (preferably the tank), try to pull it again.

Assign roles, have trust, understand the mechanics. 

Oh also... just give every damn archer your bring a pair of stone boots so they can't move... so many deaths in doom runs caused by archers running at the first sight of something coming their way.
#22
I just want to add support to the OP.  As a returning player Doom was one of the things I was excited to try again, and it is not fun.   Way back in the day, doing Doom in the months after it was introduced, the DF was not as hard as it is now.  The encounter is poorly designed, ESPECIALLY if it is easier for ONE person to do it than it is for ten people 5 w/ pets.  Incentivizing solo play in endgame MMO content is really, really dumb.
#23
{SARCASM}Didn't you all know that UO is no longer a MMO but a SSO{end SARCASM}
#24
Agree. My guild that isnt a drilled army but do well in all other places,  used to have alot of fun there and had no prob to let less experiened players come with us. Now we dont go for many months even if we wished to.
#25
Honestly, Doom isn't as hard as you guys are making it out to be. Is it one of the more technical encounters in the game? Sure, but that's not saying much, as just about every other encounter has no real strategy to it.

Doom is easier with 1 person vs 10 for several reason. First, Doom scales with the amount of people in the area. 10 people are more likely to get 2-3+ dark fathers, wheras a solo person should only get 1. Second, when you go to Doom solo, you have full control of the encounter and rely only on yourself. You know what you are doing and what to expect. If you go with 10 people (especially uncoordinated people), it can create chaos fast. People are unpredictable, or choose not to understand the encounter.

You don't need to be a super coordinated "drilled army" that studies the encounter for hours, and watches videos on strategy, etc. All you need is a little knowledge of the encounter and to learn to play as a GROUP. You say the content in the game isn't an MMO anymore and people are better off playing solo; however, that's exactly how people end up playing in a group environment anyways. They don't heal/invis each other, they just care about themselves not dying and run away. Play as a group if you go as a group.

Doom is straighforward:

1. Do not run from aggro
2. Do not run from aggro
3. If you need to re-position, WALK, don't run.
4. Mages need to invis anyone who gets spawn aggro, and the tanks need to target it (but not run to it) so they get aggro. Then everyone just needs to focus the spawn down and then go back to DF.
5. Do not run from aggro!  If someone decides to run from aggro, DO NOT CHASE THEM. They are on their own now. Try to walk out of their way, but stay focused on the objective. Once everyone starts running around because 1 person ran, the run becomes chaos.

Archer's are notorious for wiping doom runs (see my previous post), because archer's are conditioned to try and kite what they are fighting. Once an archer starts to run, you can guarantee someone will die, whether it's the archer, or someone else they ran past. Again, this is the solo-play mentality, which needs to go out the door at Doom. Play as a group and you will succeed.

You can bring new and inexperienced players to Doom, just explain the encounter to them first. In fact, they would be the perfect people to stay in the back lines healing and invis people as they see how the encounter is done.
#26
sdfdsd
Pinkerton said:
I just want to add support to the OP.  As a returning player Doom was one of the things I was excited to try again, and it is not fun.   Way back in the day, doing Doom in the months after it was introduced, the DF was not as hard as it is now.  The encounter is poorly designed, ESPECIALLY if it is easier for ONE person to do it than it is for ten people 5 w/ pets.  Incentivizing solo play in endgame MMO content is really, really dumb.
I am glad Doom is more difficult than it use to be. When Doom was originally designed there was no Samurai/Bushido Skill. Mysticism and Trained Pets are also options not available at the original debut. Playing in Doom in Ultima Online should be an accomplishment to perform well; please continue to update...Keep it challenging!  

Smoot said:

oldschool cross healing then.   2 or more dexters crosshealing has been how to beat doom since the day it came out.
Bingo!  Teamwork is something the Sampire's emergence really took out of Ultima Online. No need for a healer if you can just spam whirlwind and heal yourself (Life Leech was a lot less reiiable due to mechanics too). Sometimes multiple Guilds would be running at the same time and we would still get pushed back to the Ferry by the DF spawn. That is the type of gameplay I really miss.

On guild meeting nights before Bushido was in-game when we hit Doom I brought my Mage-Healer. Spam Great Heal and Arch Cure while applying band-aids to any unlucky ghosts was my job. Used any spare mana for summons and try to help with the lower spawn.  I suppose these days Mysticism would be the way to go with Cleansing Wind, but a dedicated healer in UO these days would probably be regarded as "dead-weight".

#27
Faeryl said:
Personally, I have absolutely no desire to ever use a sampire. People shouldn't need to "change their gameplay", the dark fathers should be able to be handled by a group, and currently the rubber banding and insane amount of spawn makes them a nightmare.
I've played a sampire for years and it's my top 2 favorite character to play. But I agree with this statement. Doom shouldn't be relegated to sampires with high end gear only.
#28

I've played a sampire for years and it's my top 2 favorite character to play. But I agree with this statement. Doom shouldn't be relegated to sampires with high end gear only.

Sampires may work "best" but they are not the only option.
Smoot said:
oldschool cross healing then.   2 or more dexters crosshealing has been how to beat doom since the day it came out.
So the question is, IF you get players to cooperate would this still work? Most players would rather go easy-street/do-it-all-by-yourself though which means Sampire. Would take a good guild to find out.
#29
Khyro said:
Honestly, Doom isn't as hard as you guys are making it out to be. Is it one of the more technical encounters in the game? Sure, but that's not saying much, as just about every other encounter has no real strategy to it.

Doom is easier with 1 person vs 10 for several reason. First, Doom scales with the amount of people in the area. 10 people are more likely to get 2-3+ dark fathers, wheras a solo person should only get 1. Second, when you go to Doom solo, you have full control of the encounter and rely only on yourself. You know what you are doing and what to expect. If you go with 10 people (especially uncoordinated people), it can create chaos fast. People are unpredictable, or choose not to understand the encounter.

You don't need to be a super coordinated "drilled army" that studies the encounter for hours, and watches videos on strategy, etc. All you need is a little knowledge of the encounter and to learn to play as a GROUP. You say the content in the game isn't an MMO anymore and people are better off playing solo; however, that's exactly how people end up playing in a group environment anyways. They don't heal/invis each other, they just care about themselves not dying and run away. Play as a group if you go as a group.

Doom is straighforward:

1. Do not run from aggro
2. Do not run from aggro
3. If you need to re-position, WALK, don't run.
4. Mages need to invis anyone who gets spawn aggro, and the tanks need to target it (but not run to it) so they get aggro. Then everyone just needs to focus the spawn down and then go back to DF.
5. Do not run from aggro!  If someone decides to run from aggro, DO NOT CHASE THEM. They are on their own now. Try to walk out of their way, but stay focused on the objective. Once everyone starts running around because 1 person ran, the run becomes chaos.

Archer's are notorious for wiping doom runs (see my previous post), because archer's are conditioned to try and kite what they are fighting. Once an archer starts to run, you can guarantee someone will die, whether it's the archer, or someone else they ran past. Again, this is the solo-play mentality, which needs to go out the door at Doom. Play as a group and you will succeed.

You can bring new and inexperienced players to Doom, just explain the encounter to them first. In fact, they would be the perfect people to stay in the back lines healing and invis people as they see how the encounter is done.
Nice post!  That's why I use my archer bard.  Peace instead of run.
#30
Our guild did it a few weeks ago.  8 of us all on tamers and talking in Ventrillo.  We had 3 DF's at the same time and while it was hairy and several died we were able to finish it off, do a round of rooms and knock out 2 DFs.  The issue that can come up is  where there are others there that are not part of your group so it becomes chaotic.  It was difficult with 3 DF's up but we all agreed it was fun and we had a good time.  Before the change we used to go there monthly on several different templates and completely devastated it, doing 3 complete rounds in our hour hunt window, but it was boring and tedious after a few rounds.  The only real issue I have is Room 2 where they keep going yellow and you can't attack them.  Time consuming and boring, but doable, just poor design in my OP.  Communication and teamwork is key in there now.
#31
If you have a sampire soloing Doom you don't need anything from Doom. Plain and simple.

Doom is a place where characters who don't have the highest end gear in the game can go to, ya know, earn high end gear.  If you have Doom on farm on your samp then you are more than likely farming it to sell items.  Which is totally fine and dandy.  but as far as game progression and encounter design it is not, and should not, be the purpose of end game content.  yeah this comes down to casual vs hardcore, like everything.  But again, I say, end game content in an MMO should not be made easier by doing it alone.  Like it or not, it is poor game design.
#32
Well said Pinkerton!
#33
Ok tonight sucks, four DFs and a HUGE spawn of undead, against 14 players several with pets.  Now I asked before and I am asking again, Fix the Dark Father spawn PLEASE and the teleporting away, that rubber band has to go, PLease cut it, cut back on the spawning, far to much.  Most of us play bards, tamers, we not meelee char, we had one person there that was meelee and even with two mages casting on him we could not assist him with the spawn since all they could do was heal heal heal.  Now we sure not getting any drops, and there no way we ever get the recipes either.  And with the one recipe selling for 174 million on Atlantic there no way we can buy it as most will not be selling it for anything less the 150million on most shards I bet.

So Please fix this, we tired of NOT having fun in Doom.
#34
My last attempt at a dark father with a group of four was really chaos. There was only the one, but we could barely damage it. The sheer number and strength of the spawn made it impossible for us.
#35
Dark Father's shouldn't teleport back to the spawn point so often, especially when it's only within 2-3 screens distance from it in the first place.... nothing but an annoyance.

Flesh Renderers shouldn't turn yellow at all, let alone every ~300 damage.  it's more annoying than anything else.   I'd rather them temporarily gain the Executioner's Damage reflection, instead of going temporarily invulnerable.

Bug: fix the "Prized Lesser Artifact or higher quality" drop,  I have yet to even receive a "lesser Artifact or higher quality item" as a pack-drop, It's always been a "Greater Magic item" which is of Lower Quality than lesser artifact.   or better yet just have it drop as part of the corpse loot like it should have been.

Suggestion: Revamp the rest of the 100% useless legacy Doom Artifacts, so people aren't disappointed as hell when they get a drop in the first place.

#36
The problem is in their Nonsense "Add Spawn" Code which is literally a dice roll any time a monster takes any sort of damage. Ope Reflect physical did 1 point of damage better spawn 6 monsters. *Facepalm* 

Because of this, you want to hit the boss as hard and as heavy as you can, while avoiding doing any light damage. Reflect physical to a minimum/none. Magery pets would be a big no no. Summons also not suggested, the small amount of damage they will do isn't worth the risk of spawning more adds. Stick to Flamestrikes and keeping the dark father Corpse skinned on mages, Stick to 100% Fire Pets with Armor Pierce/armor Ignore on Tamers, a duo of Runic Corruption and the Inferno special would do some serious damage, Archers stick to Armor ignore. Onslaught,  Discord all beneficial. Even a character just tossing Evil Omen as fast as they can cast it would do wonders. Word of death for the finish. 

And if the spawn is getting out of hand, bring one Heavy Hitter with a two handed axe or War Hammer that can clean out all the adds in 1 swing. Putting Aoe's on your pets for the fight is just going to make it spawn more adds. Especially with multiple dark fathers. 
#37
Why does everything that people liked and didn't want changed to something worse always get changed to something worse? Despise, Doom, Haven....Sometimes people just want some fun, not a second job. 
#38
The sheer amount of spawn corpses in those photos is ridiculous.  This needs to be addressed.  I will say it again, end game content should not be easier for one person than it is for a group.  Not in an MMO.  It seems to me like the devs have abandoned Doom.  I want it to be fun again.  But why do it?  When Shadowguard is FAR easier and has better rewards, there is no point in doing Doom.  Please fix.
#39
Pinkerton said:
The sheer amount of spawn corpses in those photos is ridiculous.  This needs to be addressed.  I will say it again, end game content should not be easier for one person than it is for a group.  Not in an MMO.  It seems to me like the devs have abandoned Doom.  I want it to be fun again.  But why do it?  When Shadowguard is FAR easier and has better rewards, there is no point in doing Doom.  Please fix.
Yes!!! Please fix it
#40
or make shadowguard harder, its too easy to get the best loot in the game
#41
or make shadowguard harder, its too easy to get the best loot in the game
 Then why dont you do it?
#42
or make shadowguard harder, its too easy to get the best loot in the game
Why do you even play this game?  I don't believe you have had one positive thing to say about it.
#43
Kronal said:
or make shadowguard harder, its too easy to get the best loot in the game
Why do you even play this game?  I don't believe you have had one positive thing to say about it.

 😂  😂 😂 😂 😂 😂

Copy cat!  I asked him the same Question!
#44
I use the forums to discuss things id like to see done, at least I post about changes id like, you guys just shoot ideas down.
#45
I use the forums to discuss things id like to see done, at least I post about changes id like, you guys just shoot ideas down.


How many times have you done Shadowguard?  Lets start there.
#46
a dozen times maybe a lil more
#47
a dozen times maybe a lil more
How many Obis and Hawkwind robes did you get?
#48
1 obi, no robes. Several good legendary items though.
#49
also one pair of minax sandals I believe.
#50
Ok, we went back in tonight, different game plan, BUT even facing only one DF there was a TON of spawn.  As we came in on the beach one ran forward to scout the area while we got our parties (2) across.  The scout reported all the rooms sealed and only one DF standing, a leftover from someone.


Now here where I will once more step up on the soapbox and BEG that they reduce the side spawn that is produced by just one DF.



Now once we finally finish that one we hit the rooms, then it was a wash and rinse with four more.
That is the spawn from ONE DF.

Here are shots of Part II



Now I hope they really look into reducing that mess, change it back or reduce the spawning, and CUT the rubber band on the DFs.

#51
@Drakelord Do we really need 40 pictures of PAS in Doom? LOL
#52
As much as I like @Kyronix, he likes adding boatloads of extra spawn and/or pumping up mobs HP/resists to cray cray levels. While this works sometimes, its mostly just annoying  :p

Stygian Abyss bosses are the gold standard in difuculty/reward. They seem balanced in regards to difficulty vs their HP and specials.  Though when EMs/Mesanna add the paragon code (specifically to Slasher or Exodus code) it just gets stupid.

The Doom gauntlet shouldn't take over an hour. Add mobs should be a rare occurrence and shouldn't be opposite slayer...that's a crappy tactic which smacks of lazy design (I'm looking at you, elementals). Someone should always get something, weighted towards the recipes. The artifact drop(s) should be a legendary. Nobody gives a flying F about anything less.

I have yet to see a Doom gauntlet run where people didn't bail, citing boredom - or rage log due to not receiving any kind of drop for the umpteenth time. (Similar can be said of Shadowguard, but I haven't had any reason to do that in almost a year)
#53
KHAN said:
@ Drakelord Do we really need 40 pictures of PAS in Doom? LOL
Sure why not.  Our only reward for that mess was DF blood which non of us can use/do as we have yet to get SINGLE recipe from Doom, and we not about to pay 174 Million on Atl for one recipe
#54
All those mobs.... even my sampire is a little nervous on that one!
#55
LMAO, that looks like utter chaos. the mobs can be rough to manage, but with a small group of tamers the key seems to be focus on killing the mobs as they spawn, and you'll get it done. its not anywhere near as fast as a couple sampires, but it works. Also, mixing tamers and melee characters seems to be a recipe for disaster. the fast and heavy damage the dexers do really ramps up side-spawn rate to insane levels and makes it impossible to manage. Not really a problem if its all melee toons there, but if theres tamers trying to keep pets alive too, they goan die.

i would like to see spawn reduced though, it takes a fun but challenging encounter and turns it into a tiresome and annoying encounter. beyond that, the rubber banding is *maddening*. there should be no issue with dragging DFs off and doing them one at a time. cut the leash and let us use the environment to our benefit again.
#56
one more complaint - often i find the df porting me to him to instadie just after i rez in the healers room, before i can dress or heal up. talk about frustrating.
#57
Part of our guild spent the day in Doom yesterday. 5 players, 2 of which were disco/provo/mage/tamers, 2 archers, and a full bard/mage. We killed the 1 dark father we saw when we arrived, did the rooms, killed the 2 DF's we spawned. WE did the rooms again, and killed the 3 DF's that spawned the second full round. Was it challenging? Sure. Was it time consuming? You bet. Did we have fun? Yes we did. Could we have done it more efficiently. Of course. But everybody got to bring some different characters, and we still were victorious! 
#58
KHAN said:
Part of our guild spent the day in Doom yesterday. 5 players, 2 of which were disco/provo/mage/tamers, 2 archers, and a full bard/mage. We killed the 1 dark father we saw when we arrived, did the rooms, killed the 2 DF's we spawned. WE did the rooms again, and killed the 3 DF's that spawned the second full round. Was it challenging? Sure. Was it time consuming? You bet. Did we have fun? Yes we did. Could we have done it more efficiently. Of course. But everybody got to bring some different characters, and we still were victorious! 

;) 🙂 B)
#59
Doom is quite easy in group or solo. Im not sure what you guys talking about. 

If you can't handle it, fight something else like peerless.
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