Danger Zones in T2 : Unbalanced?
Hey folks,
I was just doing some T2 with one of my friends trying to help him out. We are at lvl 9, everything is ok until we see an arena, I spend my energy for it and oh wait it wasn't an arena but a Danger Zone.
My last experiences with danger zones were usualy great and I usual got rid of the monsters even when they were resistant to my Piercing damage. To be clear I had a full Skolver T5 set lvl 5, and the rest of my set were Snarbolax items all T5 over lvl 6. This should have been easy but it becamme my worst nightmare.
The danger zone looks like 2 cubes with explosive cubes and vanish cubes seperated by a single normal cube, the center is only made of vanish cubes and normal cubes.
The first wave start, great some damn Robots (Frogs and Eyebeams Bots), thats ok I already beated the crap out of monsters in T3 jellies arena alone with only piercing so why not. Only problem was the fact those weren't regular arena mobs and I suspect those were even T3 monsters. I agree I didn't had any elemental resistance but heck those were Destroying 50% of my health with a single beam and I couldn't even block because my shield couldn't even sustain 1 hit from those laser beams.
I know you don't get full effectiveness of your items until you are at T3 but why the heck can I atleast resist 1 hit to any monsters in any tiers, and in any levels but not in this Danger Zone? Beside the fact my shield becamme useless (wich is the key skill of this game), those spamming cubes were so slow at respawning and so much in numbers I was getting frame issues with my computer, wich is maybe a laptop but with a GeForce 8600 GS and 4G rm.
I have a question for the Devs : WTF was that?
Do you Devs enjoy see us die in T2 when we wear T5 items in the first floors of a easy looking Danger Zone? Do you make it insanly unbalanced and remove the essential BLOCK mechanic so we spend more time or money to get energy? This is just stupid, I don't even have fun anymore at doing arenas in T2. Arenas were already challenging enough and didn't need that kind of review, so please, FIX THIS!
Beside that, has anyone encounter the same problem in T2, spamming monsters that are 1 Tier higher and deal fatal damage at the lower lvls of the floors?

I'm not sure if this is just misspeaking on your part, but you seem to be confusing arenas with danger rooms.
Arenas show up only on arena levels. On an arena level, there are three arenas, and you can choose to leave the level after each of them. You don't pay to enter arenas. The monsters in arenas are suitable for the stratum.
Danger rooms show up in randomly generated levels (Clockwork Tunnels). You have to pay to enter them. The monsters are abnormally difficult for the stratum --- as far as I can tell, they're like monsters from the next deeper stratum.
So, yes, danger rooms are supposed to be very difficult, and certainly more difficult than arenas.

Also, you were fighting constructs with piercing weapons (which they resist) and piercing armor (which doesn't block the elemental damage that they do). Pretty brutal, but not the developers' fault.
Like I told you before I had no problem with the recently made Danger Rooms, I usual won the battle alone even when I was against oppenents that were resistant to my damage types.
You are talking about skill, but what happens when you have 8 frecking Eyebeam Bots shooting at the same moment in a area where you are barely able to move, don't tell me you dodge because you can't, you need to block to compensate the hit and the status effects and you charge on the area affected by the less beam to be sure you sustain the hit and can avoid the ennemies long enough to repeat the action.
But what happens when you can't even block 1 hit, you get screwed because of the status effect and the damage you couldn't sustain. This isn't a skill issue but a balance issue, there is no way in any floors your block power should be destroyed by a single hit of an ennemy, and I don't compare equipement to skill because I know how the floors affect your equipement, but still, with T5 items you are supposed to have the optimal power and health to defend yourself and in this case it doesn't work out like it should be.
So it is a serious problem and it has to be fixed!

I do agree with this. I feel I have a fairly decent level of skill (soloing JK and Twins with no revives), but yet I get into these T2 danger rooms and it's like crazy hard. There's just no room to move, as well as trying to time everything with floor traps or explosive walls. It's like you have a super small space, and 20x the normal mobs filling that space. You can't do anything without getting swarmed, no matter your skill or equipment.
I dunno, maybe there's a trick to these, but so far many of them seem....ridiculous.

They're called "Danger Rooms" for a reason you know.
Sounds like you were in the 2nd half of T2 and went into one and got Constructs. They deal elemental damage (which you had no resistance against) and greatly resisted your Piercing weapons since they were T3 enemies (where T2 ones resist them a lot to begin with). Bad luck for you honestly, but by Tier 3 you should be carrying multiple weapons so you're not encountering an enemy type that resists ALL of your weapons.
Also, I disagree with "there is no way in any floors your block power should be destroyed by a single hit of an ennemy". You were trying to block an elemental attack with a piercing shield. A T3 elemental attack while your shield was at it's T2 limit. It will break faster then an alcoholic can down a beer if you do that.
The new danger rooms are harder, which is exactly what the players asked for. Personally I'm still not that happy with the rewards but the challenge of them is fun. They're balanced, you just weren't prepared for it. Get a wider range of damage types and you'll be fine next time.
~Gwen

I played danger rooms all the time and loving the challenge. As the update already said "Deadly new danger rooms have been added to the Clockworks! Be warned, these new challenges are not for the faint of heart!". It is suppose to be hard, I have no problems beating the danger rooms UNLESS there are fiends in there. CHAIRS!!!! BLOCKS!!! FURNITURE!!! Flying at our @sses and our faces!!!
Well personally, I love it and the previous danger room does.........not even have one bit of danger.........I even tried a Wolver Set, Bristling Buckler and a Calibur on the previous T2 danger rooms and I did not even have to eat any pills.
Welcome to Danger rooms. They functions by absorbing the heat of dead knights through the floor grates, rivers and rivers of heat.
I always laugh whenever a newbie in the party opens one saying "this will be easy."
Danger Rooms are well known to have enemies from the next Tier down in that room. Those enemies will eat your T2 powered shield for breakfast. Expect it to take one hit, two if you're lucky. For the most part, one should always be dodging, and only blocking when you can't dodge, and going into "dodge only" mode once that shield has taken a good hit.
If you really thought THAT was unfair, have fun with the Gunpuppy danger room. On T3. Rockets, ow. Honestly, if you open that door and spot two large statues, turn back unless you have an owlite shield, an elemental weapon, and elemental armor, or you're likely to eat floor.
At least normal constructs you can shield bump away, or even better, dodge. 8 Lazors can be hard to dodge, sure, especially with floor spikes or some other trap, but it's possible. Look ahead for openings, knock back enemies with charge attacks, and learn the enemy's range. I've been able to solo T2 danger rooms without too much trouble. It just takes a lot of fancy footwork, and no gaps in your equipment, if you can help it.

I don't feel that the new danger rooms are unbalanced, but some of the posters here do. It would be informative if those posters would offer their opinions, on how the danger rooms compare to the following situations:
A. You're in an arena level, in the third arena on that level, and the last wave of monsters appear. It's a ton of Mecha Knights. If the first couple of seconds don't go well, then you get surrounded by maybe 12 of them, in a huge shocking/poisoning/burning/freezing swarm. You're in perpetual shock and can't escape. (This has been around for a while, so the developers apparently regard it as balanced.)
B. You're in a fire-themed arena. The room fills with oilers and long-range flame-throwing turrets. Immediately the entire room is on fire. I've seen decent parties go from full health to completely dead in seconds, because of this. (This used to happen in arenas, but a patch a couple of months ago toned it down, so the developers apparently regarded it as unbalanced.)
I pretty much agree with Buckdida above. I am also pretty sure that a 4* Owlite can take at least 2 of those Robots lasers (I've had it take at least 3, but that might be because it's not back to back). If the OP opted for the ever popular BTS, which has no elemental defence and partially trades defensive prowess for damage bonus, then good footsteps is more important than ever. And IMO if you are only taking 1 sword, make it a normal damage sword.
I do generally find arena easier, and it is fair to say that you don't get "out-tiered" in term to equipment vs mob (unless you get invited in a tier you aren't cleared for). But I don't have an issue with (some) danger rooms being (personally) more challenging than an arenas, or essentially playing an optional part of a level with a handicap.
The thing about Retrodes is that their ranged attack has a really slow charge and they're incapable of turning while charging. They're quite easy to deal with once you learn to kite them into a group by running circles around them, pause briefly to trigger their ranged attack while charging up your sword, then scurry in from the side and unleash hellfire on them while they're immobile.
Then GTFO as fast as you can before they do their melee swipe.
With proper technique you should be basically never taking hits from their ranged attack, and only occasionally getting swiped from their melee when you have to run past them a bit too close between a wall or something.
What not to do: push the retrodes around so they're surrounding you at the edges of the room, then attack them individually with a normal sword attack combo. You. Will. Get. Owned.

I don't mind the Danger Rooms being "dangerous" and all, but still they seem to have way too low of rewards for what you go through. The old Danger Rooms at least gave good coin/heat while fighting, as well as the boxes at the end, but these new ones I've not had one that seemed even worth the 3 energy once clearing them. I know they were going to adjust the rewards, and I haven't been to a danger room since, but they need to majorly bump that up.

The rewards of danger rooms are only too low to justify doing them if you die and have to energy revive in them. Otherwise, 2/3 of a level worth of loot at a cost of one party member using three energy is awfully good rewards for the cost.
Your gear wasn't right for what you were going against. If I bring a full vog set against a bunch of jellies, I'll prolly die a couple times, and definitely not try a danger room full of them.
Either get a more varied set of gear or don't do rooms that have monsters your one sword doesn't do well against. That's why I have 4 different weapons... (Blizzbrand, Hunting Blade, Silent Nightblade, and a Piercing Sword (like Fierce Flamberge) or a Strike Needle.)
Even with only two you can vary your damage type, and need to if you expect to do things like danger rooms which have multiple monster types....

Well it is a "Danger Room" after all, if you have no confidence or think is too hard then it is best to ignore it and move on, that way you won't waste 3 energy on opening the Danger Room Gate and you won't have to spend who knows how much energy on revives.
Its a Danger Room, step up your play or never enter again. Danger Rooms are for people who are seriously skilled not for just everyone. This game is mostly about skills and not the gears you wear, just because you bought your way in doesn't mean skills come attached. The old Danger Rooms were a poor joke except maybe the oiler rooms once the oilers ignited.