Solo Dungeon Rule Revision
4 years ago
Maryland, USA

Hey gamers, quick heads up regarding the solo dungeon. We've been in a bit of a sticky situation recently in trying to find a good place to start the timer. The extremely short version of our issue was that when you're doing a fresh run, the adds will be consistently better knit together for the first symbol than they will anytime you respawn, which gives fresh runners the advantage. As a solo player, you have no way to reset the encounter to get the advantageous fresh add pattern. The solution we've come to is to change the timer start for the dungeon to when the first symbol appears (which is after you clear the first wave of enemies, including the knight). We feel this is the best way given the nature of the adds in this encounter to keep respawn runs competitive with fresh runs.

In addition, due to you now killing enemies before the start of the timer, we needed to adjust the super rule. After some testing and number testing, we've updated it to read as follows:

If the run is begun with more than 50% super it cannot be used until the timer has reached 1:30 seconds. Additionally, if it is reviewed by moderator(s) that the player would have had their super by the time they used it if the player had started with 50% (or less) super energy, then the run will be valid.

Feel free to enquire if you have any questions or have a better idea for how we could do this. PS: The blade barrage exploit non-acceptance footnote was taken out of the bottom of all runs, as, well, you can't do it anymore. No need for it to be there anymore xD

Thanks, - Swifty

Virginia, USA

is this for sole only or does it go with duo and fireteam?

New York, USA

Solo only. Duo and fireteam runs should be able to easily reset to a fresh instance with alternate characters.

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