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zsospeck666
08-19-2021, 10:53 PM
So finally had a couple days off and got out to explore the new area. Have a look around, sniff the flowers, slaughter the local wildlife, ya know, the usual.
So I got out there, found the quest entrances, found most of the rare spawns, found the explorer points, ran the saga, and generally had a good time.

Most of the quests were fairly straight forward, only a couple having twists mechanic wise. Using the barrels against Thousand Teeth for instance, or altering your
approach to determine where the majority of the opposition spawns on the boat.

Having been given a rogue hireling as part of the big pack, I was kind of expecting to be neck deep in trap parts halfway through, but was pleasantly surprised to
find the spread and placement of trapped areas fairly modest. With the heroic version being level 3, it seems prudent to not have too many deadly pitfalls.

The chain had a fun, old school feel story line wise but a few of the quests felt overlong. The final quest in particular seemed to suffer from an excess of real estate.
A lot of the quest length seemed to be backtracking through empty halls.

The wilderness area... while I know it's not supposed to be the meat of the pack, it was just meh. My biggest problem here is the slayer interaction. The groupings
of mobs are set to passive with an incredibly low detection range. So they can't be interacted with until you're nearly at melee range and most won't activate even
if hit with ranged weapons or spells outside of that range if targeted manually via mouse look cursor. I would get 0 damage numbers next to the PBS indicator and
still no activation. Same thing with AOE spells, 0 damage and no activation. It's about like the bears were when KotB came out, except it is virtually every mob in
the area. This lack of interaction was further compounded by the lack of scaling for party. Pack size stayed in the 2-4 range both solo, and with a group of 4 others.
It made what was supposed to be some casual boredom relieving slaughter a near maddeningly tedious slog. It needs an adjustment. Please.

The cosmetics that came with the larger packs are super tasty, and having the matching mounts included instead of as a raid drop like the Fey mounts was nice.
Also having an NPC to give them out instead of auto-spawning them onto every character was a good move. No more having to hold onto a copy, or make a
trash toon to spawn a replacement if I want to change up my look. Good call there.

Last thing I'll mention is the Spark of Logic. I really hoped this would be an item to expand artifacts instead of weapons, but alas, it was not. With this addition
you'll need another 60k SXP to add a tenth slot for a total 210,000 SXP. So if you want to fully upgrade that shiny new Lizardfolk Jewel that you just got you'll
need a spark of memory(rare drop or raid thread purchase), a spark of dream(raid drop), a spark of logic(cash bundle or rare saga reward) and then, assuming you
use only level 29 items, the highest generally available, 725 named items to feed. I don't think I'm alone in believing that the scale for these upgrades needs some
adjustment. Especially if this new model of legendary quests dropping heroic level loot and needing to be upgraded is going to be a thing.

Kelledren
08-19-2021, 11:48 PM
In a recent patch they included 1000sent xp gems chance to drop in all rare chests and in quests… optional chests too. Just casually running the chain on R1/elite and hitting the rares a couple times a day for a week I think I pulled about 5-6. In my first saga completion I pulled a spark of logic. This dropping of sent xp might be the thing I like most most about the expansion. I think it’s better value (sent xp wise) than feywild chests which drop weapons like candy. I complained the price points for the top 2 tiers was too high for what you got (still believe that) but for $18 the lower tier was well, well worth it. Being not a veteran, I’m using alt elixirs to farm out sands gear which I had very little of.

The quests were fun, even the longer dungeon crawly ones. Ask me again on the longer ones after running them 50 times tho. This being said epic altars interfaces still seem buggy, and item update whack a mole will continue for a bit.

rabidfox
08-20-2021, 12:00 AM
The 1000xp is nice to get but it's still a wild amount of xp to max out a sentient weapon and is probably getting to point where anyone who's more casual will have a very hard time ever reaching it (can't say if that's a good or bad goalpost, but it's becoming a very hard one for some people to reach).

Nandos
08-20-2021, 12:31 AM
The slayer areas monsters change was probably a direct result of players complaining about trying to ride to a quest and getting red dungeon alerts with half the zone chasing them.
Lowering their detection and aggro really helped for this, but it did hurt ranged characters who want to kill in the wilderness.

zsospeck666
08-20-2021, 01:04 AM
That's kind of my beef about the sent xp. Best case scenario is 210 drops and if the rate is anything like it is in WPM 5-6 in a week is with a smiling blessing from RNGeezus.
And even at that rate you're looking roughly 8 months per weapon. I don't mind a bit of grind, but it's gone to plaid.

zsospeck666
08-20-2021, 01:31 AM
The slayer areas monsters change was probably a direct result of players complaining about trying to ride to a quest and getting red dungeon alerts with half the zone chasing them.
Lowering their detection and aggro really helped for this, but it did hurt ranged characters who want to kill in the wilderness.

A very real possibility, but if a slayer area is going to be included, it should be a playable area.
A guide NPC near the entrance tied to either quest or explorer progress seems like a much better idea
than more or less invalidating one of the selling points.
Almost all of the other higher level wilderness have some form of teleport option to avoid the crowds.
RL, Thunderhome, Wheloon, Underdark, KF, Cogs, Stormhorns, even Orchard.
And we all know Orchard is the fan favorite that they should be using as a model.

LightBear
08-20-2021, 04:09 AM
It's another 60k. I know I have gotten that before as my ESOS is sitting at a 100k or so.

I'm tempted to feed other satient weapons with 20k sxp on them.
But I like to alternate my game while tr-ing.

60k sxp is a lot though, for that you can have a secondary weapon with a lot of free slots.

Kalavas
08-20-2021, 04:35 AM
"a spark of logic(cash bundle or rare saga reward)"

Not rare. drops in saga very often. Not sure the percentage but I saw it 2 out of 3 times.
The slog to 210k was long. I think to alleviate it, the devs could put more 1k sxp into many more chests, possibly end chests of existing dungeons. Possibly all legendary end chests should have a chance of them imo.

Strider1963
08-20-2021, 05:28 AM
I like the Saltmarsh quests and I dislike them at the same time. They're well made quests, but a few are way too long, especially when doing the level 3 version. Simply put, at level 3 they're a time sink and remind me of of the Slave Lords series.. We need to be able to port directly to the quests. After Ravenloft and Sharn, I really dislike having to run through slayer areas to get to quests, another time sink.

Kelledren
08-20-2021, 09:11 AM
That's kind of my beef about the sent xp. Best case scenario is 210 drops and if the rate is anything like it is in WPM 5-6 in a week is with a smiling blessing from RNGeezus.
And even at that rate you're looking roughly 8 months per weapon. I don't mind a bit of grind, but it's gone to plaid.

Yeah totally understand this is an encumber-some grind if you are just starting out filling sent xp on gems. I only have one finished weapon (well need 50k more now) and have another 10 or so at various levels- definitely going to sacrifice a few ~15-20k to feed the others.

But in WPM only the Snarla opt chest and end chest drop sent xp (maybe opt after swim too), but that’s a time suck to hit all three. The 17 Saltmarsh rares can be hit in about 10-15 min if you find your pathing. And takes many runs before you have to worry about ransack (not sure if this applies to sent xp stones anyway). You’ll also get minor artifacts to feed as well along the way. So if I’m running to a quest, I will usually run my rare path to get there, so don’t mind not having teleports to quests in this instance.

I think getting the 5-6 was not a blessing from almighty RNGeezus, I think just the sheer number of available chests helps. That guy hates me anyways- so I doubt it was him helping.

Alrik_Fassbauer
08-20-2021, 01:27 PM
They're well made quests, but a few are way too long, especially when doing the level 3 version.

And even more if one is soloing them (lizard folk).