View Full Version : KQ Agony
genomax
02-09-2010, 08:59 AM
Just letting off some steam after running Mini Dragon again and failing to receive the reward - again. Here's a list of things I hate about KQs:
Don't you just hate it when:
1. You run a KQ and don't get the rewards because you don't meet the five kill requirement?
2. You run a KQ and don't get the rewards because you die just before success?
3. You run a KQ about ten times before you complete your KQ quest?
4. You join a KQ and just before it begins, a bunch of people leave?
5. You join a KQ and call for a party for about ten minutes before getting an invite?
6. You join a KQ and find about 90% of the players are clerics?
7. You join a KQ and forget to leave the Abyss before it begins?
Feel free to add to the list.
Fre_ak
02-09-2010, 09:03 AM
8. You join a KQ and got stuck on the loading map?
9. You run a KQ, got no heart left and no cleric want to revive u?
mikeyj8675
02-09-2010, 09:05 AM
10. how about being the only cleric in a kq and having 14 people wanting buffs, rev's etc.
genomax
02-09-2010, 09:09 AM
Oh, this one happened to me on another run:
11. You die, a bunch of clerics come in and rez everybody else then run off. Then one finally comes back and rezzes you five seconds too late to stop you leaving the KQ.
aperturelaboratories
02-09-2010, 10:00 AM
12. You are spam-healing the obviously occupied tanker while all the squishies who were stupid enough to stand too close to MD lie in the dirt and, with varying degress of rudeness, demand to be revived.
13. Your party inexplicably ends up spread out all over the map, leaving you to dash back and forth trying to keep everyone alive.
14. People take their PvP/war/guild/mine-is-bigger-than-yours arguments into the KQ and spend the whole time bickering and generally being useless.
king_marlone
02-09-2010, 10:00 AM
15. all the nublets not knowing what to do and when to give up. (ex:trying to kill GS when 14/15 people say its a bad idea or luring bosses in MD to wrong spot)
WolfAngel9414
02-09-2010, 10:16 AM
12. You are spam-healing the obviously occupied tanker while all the squishies who were stupid enough to stand too close to MD lie in the dirt and, with varying degress of rudeness, demand to be revived.
13. Your party inexplicably ends up spread out all over the map, leaving you to dash back and forth trying to keep everyone alive.
Story of my life.
10. how about being the only cleric in a kq and having 14 people wanting buffs, rev's etc.
I've actually been lucky enough to get into KQ's like this with kind, understanding people. I didn't realize there was no other cleric til we were almost done, and all 15 people successfully completed the KQ.
Infestation
02-09-2010, 10:31 AM
16. When doing a KQ and there is only 1 or 2 clerics who decide that helping keep the tank alive is nowhere near as important as reviving squishies or just fighting and only healing themselves, oh yeah and when asked to use protect and resist (or just the party buffs) they say huh? what for.....see MGH failures... MD failures....
... and my main is a cleric, so I have ground to stand on making this statement.
When to Revive: After the current mass of monsters on the tank are all dead, down to just a couple, or you have invincible to use on them.
sacrebleu9
02-09-2010, 11:03 AM
I hate to get t2 hp pots in rewards :D
Andromeda
02-09-2010, 12:45 PM
The problem with MD KQ is realistically its harder than KKP KQ because the Dragon can fear while KKP can not. Not to mention less experienced players are in the KQ compared to KKP KQ. As they came fresh from the Tower of Izyel.
Ive found ways to combat most of what the OP is saying when im put in these situations. The only 2 I havent encountered are not getting the 5 kills for the reward and being in abyss before it begins. The only one I can really tolerate is having 10 clerics in the KQ at once at least then you know you are going to get healed. In this case I have to become the damage dealer+tanker so I switch to an axe and tank MD that way while the leftover Mages/archer/fighters help mob control and attack.
It only takes 2 Axe wielding +9/10 non charmed fighters to bring MD down on damage alone. I cleared KKP KQ with only 4 people my partner cleric. Another fighter and a Mage I dont see why its any different here except the fact that MD can fear.
bjzee1
02-09-2010, 12:51 PM
I always join [b] because [a] draws all the nublets away xD every time i've been in [b] it's won :P
DarkSlasher
02-09-2010, 12:58 PM
I hate to get t2 hp pots in rewards :D
I never, ever, got anything else but T2 pots from KQ rewards yet, except for a couple of Jelly Slime earrings and the usual mats you get in Spider.
lolznplz
02-09-2010, 01:11 PM
17) you get to the end of mara kq, and some griefer decided to pull each and every mara and marlone at the same time.
18) some finds the key in gold hill but doesn't open the door.
mulberry
02-09-2010, 06:42 PM
You get to the first Boss and realize that half the kq is missing and leeching somewhere.
(happens waaaayyyy too often)
RikoRain
02-09-2010, 07:06 PM
Just letting off some steam after running Mini Dragon again and failing to receive the reward - again. Here's a list of things I hate about KQs:
Don't you just hate it when:
1. You run a KQ and don't get the rewards because you don't meet the five kill requirement?
2. You run a KQ and don't get the rewards because you die just before success?
3. You run a KQ about ten times before you complete your KQ quest?
4. You join a KQ and just before it begins, a bunch of people leave?
5. You join a KQ and call for a party for about ten minutes before getting an invite?
6. You join a KQ and find about 90% of the players are clerics?
7. You join a KQ and forget to leave the Abyss before it begins?
Feel free to add to the list.
xD Mmm failing KQ's.. you gotta love to hate em. Tho if every KQ won no one would want to play them.
I actually like the 5 kill requirement. It ensures that people at least play it at the beginning, which means if they do go afk, they are for sure knowing that they are going afk and surely doing it on purpose. The dying before the success is something thats happens to me alot, and while its annoying, I also understand part of the strategy to a KQ is to work so much as a team that the few lives you get in there matter. Usually I save one life for the end so that should I die, I can hit move ASAP. Of course.. not everyone is so lucky.. ):
As for the quests.. KQ quests add a bigger amount of exp, relatively, and for the most part. So it makes sense that, since youre doing a kq and already getting a chest with prizes, exp, and other stuff, that it should take a few times to do it.
Be glad MD is easier to do than Honeying o.o; I think Ive only got the honeying kill twice ever on my characters, and one of the times was from a Kill the Boss event in Elderine.. lol.
Several other things.. I wont nitpick every one. :P
Tho Ill say, the one that annoys me is only the abyss one. I dont go to abyss anymore, but when I did, it was annoying to attempt to run out of abyss in the 10 seconds, or have to go outside and wait 10 minutes til the KQ began, for fear that if I went in abyss, I wouldnt get out in time. xD I think thats the only thing I find annoying.. tho like I said, I dont go to abyss anymore (pvp reasons ): )
girlmeetsgun
02-09-2010, 07:13 PM
19) When you're in a party and they don't bother helping you kill your requirements before running onto theirs?
20) When there is so much action going on you lag and glitch hardcore and end up dead?
21) You enter KQ only to find you're the only one without a party already?
22) You enter KQ only to find you're the only one without a shiny weapon, so everyone ignores you?
Orchids_Mantis
02-09-2010, 07:30 PM
The problem with MD KQ is realistically its harder than KKP KQ because the Dragon can fear while KKP can not. Not to mention less experienced players are in the KQ compared to KKP KQ. As they came fresh from the Tower of Izyel.
Ive found ways to combat most of what the OP is saying when im put in these situations. The only 2 I havent encountered are not getting the 5 kills for the reward and being in abyss before it begins. The only one I can really tolerate is having 10 clerics in the KQ at once at least then you know you are going to get healed. In this case I have to become the damage dealer+tanker so I switch to an axe and tank MD that way while the leftover Mages/archer/fighters help mob control and attack.
It only takes 2 Axe wielding +9/10 non charmed fighters to bring MD down on damage alone. I cleared KKP KQ with only 4 people my partner cleric. Another fighter and a Mage I dont see why its any different here except the fact that MD can fear.
The other problem with MD is the level change. Now level 46 players can get in (no need for honeying KQ) and they usually end up going in spells flashing and swords whipping...only to get flattened and train massive mobs on the more experinced people.
weird_teen24
02-09-2010, 07:44 PM
i remember the days every MD succeded and every class could tank, like dec 20th back on my old fighter XD
i had to tank MD at 47 on my new fighter .-. no +9's, charms def suit/back pack ;-;