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What Happened to Gunbad?

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crystl32
Posts: 52

Re: What Happened to Gunbad?

Post#11 » Thu Nov 06, 2025 10:19 pm

gungood -> gunbad
:D

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AxelF
Posts: 232

Re: What Happened to Gunbad?

Post#12 » Thu Nov 06, 2025 10:33 pm

Like others I just don't bother running it any more, it's far too painful and more importantly time consuming. It's a real shame as it used to be a good leg up set for newer players.

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Brakh
Posts: 112

Re: What Happened to Gunbad?

Post#13 » Thu Nov 06, 2025 10:37 pm

Are they going to make BS more entertaining too? Yikes! It's time to mobilize all these alts now to avoid future fun.

Ok serious part. GB, Crypts/BB, BS are not needing any enhancements. They provide bare minimum gear for new players to catch up in rvr. Truly, each instance is like a 3-4 times and never come back and it is good.
If you have team dedicated to pve content in this game, why don't go beyond and provide something new and fresh which may benefits all player base? Like heroic versions of current dungeons. Maybe even some periodic random twists to the base instance ruleset to slightly lower predictability? Or maybe even go full wild mode and randomize stats on rewards? That would revitalize whole economy. There are a lot of options and nice examples which various games used for all these years. Remember whenever there is new and relevant content even long time veterans sleeping on their piles of crests are eager to join the hype.

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Rubius
Developer
Posts: 464

Re: What Happened to Gunbad?

Post#14 » Fri Nov 07, 2025 2:26 am

shoelessHN wrote: Thu Nov 06, 2025 4:28 pm None of the mechanics are hard, none of the bosses do a lot of damage besides big bouncing (add longer delay between announcement, damage, and lower range of attack).
Besides Glomp's "Ere comes da pain!" bounce, any other specific mechanics you think are difficult?

Sadsong wrote: Thu Nov 06, 2025 9:09 pm I even told on thread where they announced these changes that I was worried about they turn GB into the hardest dungeon of the game. Dev answered that would not happen but seems they don't have control under their own job. Sadly.

Let me know which Gunbad fights you think are harder than the toughest Lost Vale fights. This feels like a bit of an exaggeration to me, but always happy to listen and hear your perspective.

cairlaith wrote: Thu Nov 06, 2025 9:44 pm If some players requested that the developers make Gunbad harder, where are those players now? Gunbad seemed pretty balanced before

Many players probably don't remember it, but Gunbad originally had far more (and more unforgiving) mechanics. Over the years, these broke and kept breaking until almost none of them still worked.

Restoring and updating mechanics of any sort will bring with it some growing pains as players get used to having to do something besides attacking or healing while standing still. (As Gunbad has been for most of the last year.)

Once any damage outliers are tuned properly (we're in this tuning phase now, so expect updates in the next patch), this will help train players for the harder mechanics they'll see in later Dungeons, like Bastion Stair or Lost Vale, which I think is a good thing. But we don't want the Dungeon to be so difficult it's impossible for a level 36 party, of course.

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Scragmuncher
Posts: 136

Re: What Happened to Gunbad?

Post#15 » Fri Nov 07, 2025 2:36 am

Roids wrote: Thu Nov 06, 2025 12:04 pm
Right now it feels like you’re forced to bring AoE-heavy classes or even group cleanse just to survive and it makes the whole thing way less fun. Gunbad should be accessible, not a nightmare that only organized premades with specific classes can clear.
I agree with a lot of what you said, but isn't bringing at least 1 aoe dps and making sure you have things like group cleanse just a completely standard part of any dungeon group in any mmo?


Having a good comp and the right tactics is nothing to do with 'BIS' groups, it's just being prepared for what you are about to do.
Knutkrusher - The man, the myth, the dead body on the floor.

shoelessHN
Posts: 428

Re: What Happened to Gunbad?

Post#16 » Fri Nov 07, 2025 3:27 am

Rubius wrote: Fri Nov 07, 2025 2:26 am
shoelessHN wrote: Thu Nov 06, 2025 4:28 pm None of the mechanics are hard, none of the bosses do a lot of damage besides big bouncing (add longer delay between announcement, damage, and lower range of attack).
Besides Glomp's "Ere comes da pain!" bounce, any other specific mechanics you think are difficult?

Sadsong wrote: Thu Nov 06, 2025 9:09 pm I even told on thread where they announced these changes that I was worried about they turn GB into the hardest dungeon of the game. Dev answered that would not happen but seems they don't have control under their own job. Sadly.

Let me know which Gunbad fights you think are harder than the toughest Lost Vale fights. This feels like a bit of an exaggeration to me, but always happy to listen and hear your perspective.

cairlaith wrote: Thu Nov 06, 2025 9:44 pm If some players requested that the developers make Gunbad harder, where are those players now? Gunbad seemed pretty balanced before

Many players probably don't remember it, but Gunbad originally had far more (and more unforgiving) mechanics. Over the years, these broke and kept breaking until almost none of them still worked.

Restoring and updating mechanics of any sort will bring with it some growing pains as players get used to having to do something besides attacking or healing while standing still. (As Gunbad has been for most of the last year.)

Once any damage outliers are tuned properly (we're in this tuning phase now, so expect updates in the next patch), this will help train players for the harder mechanics they'll see in later Dungeons, like Bastion Stair or Lost Vale, which I think is a good thing. But we don't want the Dungeon to be so difficult it's impossible for a level 36 party, of course.
In order of all the bosses --

Left wing --
Wyvern/squig, puddle does too much damage. Would change to a damage/heal debuff for standing in it (50%) no damage done (would be same speed but puddles destroy <40s).
Giant is fine (same speed as before)
Waterfall boss has way too many hp, impossible to stop nurglings from healing him. Takes 2x as long as before to kill. Also giant may leash before the waterfall for people tryin to go fast and do both at same time.
The squig archer guy, punts into air do way too much damage on landing. Not sure why LV last boss mechanic is needed here. Adds pop out of the squig goo in seconds and are basically impossible to kill/stop add. (fight takes at least another minute because dps has to run around instead of kill boss).
The squig armor guy with 4 mushrooms, there should be 2 mushrooms max, stacks for damage go up way too quick, shouldn't have to drag boss to mushrooms to cleanse, either way his damage stacks way too quick as the dps need to run off to kill mushrooms and thus the fight takes 2x as long as before.
Glomp as noted above, does way too much damage in squig ball mode. Beams/puddles are too frequent. Spike squigs should be swapped for more horned ones.

Right wing --
Spider is the same? Nothing new there
Goblin with 80/60/40/20 adds is same, nothing there
Chipfang boss is technically harder due to no mechanic bugging making it easy mode, but new mechanic is easier than before (not bugging). Adds behind boss should be removed so people don't pull them getting food. Otherwise good change, easy to manage Chip and kill boss.
Ghost guy with 50% dwarfs takes longer because you have to kill one of the adds now. 2nd add glitches out over and over and resets if you tank up top. Tanking on bottom you'd have to remove 90% of the adds in the room to keep time the same. Damage boost for killing a dwarf nice but doesn't make up for lost time of having to kill it. I'd drop their hp 50%.
Masta mixa is killing everyone (even decent geared groups). And surely no group of <40s are having a high success rate here. Phase with 30 adds is unnecessary even if they die in like 3 hits. Sticks shouldn't be champs or at least should have their HP severely reduced (50%). Sticks should never disable the main tank.

Middle -- this wing is perfect leave as is. Lol.

I think you need to playtest gunbad with a group of all Ruin/Merc/Anni armor chars with like +18s at best if you truly wanted to see if it was fair. In it's current state I highly doubt many people are hitting the champ mark quest. It's easier to run bastion speedrun now than it is gunbad. That's a little odd. Higher level players would carry groups for either easy gold/champ marks. Making the dungeon tedious makes them less likely to carry and increases difficulty for all groups going forward. \

Overall if you add mechanics that require dragging things around, killing extra stuff, running away (not dpsing), etc. then you need to lower the boss HP to compensate for that time. Otherwise there's no way people are clearing in times close to before.

Other things --
Nerfing the boots/gloves quest was odd, 3 less salvage every 3 runs?
Rewards from the bags are all the same, no incentive to push past increased difficulty. At least have a choice of 1 & 2hand weps for classes that don't only receive 2handers. Half the time chosen get a 5g 1hand wep to sell and magus always get a 10g 2hander.
Madcap weapon nerf, why? They were already a little lower dps than subj without the proc. Basically a weapon for new players -- why target that audience for new nerfs?

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Rubius
Developer
Posts: 464

Re: What Happened to Gunbad?

Post#17 » Fri Nov 07, 2025 4:01 am

shoelessHN wrote: Fri Nov 07, 2025 3:27 am (feedback)
Now we're talking. This is helpful feedback, thank you!

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Kylashandra
Posts: 61

Re: What Happened to Gunbad?

Post#18 » Fri Nov 07, 2025 9:19 am

So first, I ran a ON your Marks ! 2 days ago without any issue.
But ...
First thing, this is not "restoring" fight mechanics, these are brand new mechanics. I've been through gunbad even since it's been first released on RoR and the initial mechanics were way different.
Then about the balance. Boss HP seem to have been tuned down considerably, which is in line with Gb being aimed at new lvl 40s. However there is at least one very problematic fight : Masta Mixa. I've run it with a group filled with freshly 40s and they were basically one shotted by the fists, the add phase, or the staff ray. This fight needs to be tuned down quite a bit. The rest is pretty fine.

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JohnnyWayne
Posts: 36

Re: What Happened to Gunbad?

Post#19 » Fri Nov 07, 2025 9:57 am

Some mechanics are new, some are old. Ya'll just got weak over time, old.... complacent... xD

We ran the dungeon in a fully level 40 rr40 annihilator level gear setup. Usually it just takes a while for people to adjust to changed mechanics, but in time it will be back to farming status.

I have to agree though, wing bosses (and the first one) were a little overtuned. Oh and regarding the 3rd boss with the nurglings that heal him - try and take a shower once in a while, you nerds. There is a waterfall nearby. :P

Also chipfang can be tanked by picking up food from the ground, but we ignored that new aspect of the fight in our run and just ST damaged the boss. @shoelessHN Basically you are complaining about things that did not work out for you, because they are not intended to work out, if you ignore the mechanics of bosses (aside for the wing bosses at least).

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Ninjagon
Posts: 555

Re: What Happened to Gunbad?

Post#20 » Fri Nov 07, 2025 2:13 pm

I liked the old Gunbad. It was easy, refreshing and rewarding - perfect place to help new characters while get some funds.

Dont see reasons to make this dung harder. Nobody goes there now, unless you "have to".
Ninjagon - The Veteran. RETRIBUTION / DEVASTATION guild.
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