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DarkSkysz
04-01-2023, 05:17 PM
Two years later and this quest still have the same bug during the end fight?

Devs don't care about this game anymore? Serious question.

I can't believe they are making a pool to build a new dungeon while there is PAID QUEST from an expansion that is bugged for so long.

Phoenicis
04-01-2023, 05:26 PM
Two years later and this quest still have the same bug during the end fight?

Devs don't care about this game anymore? Serious question.

I can't believe they are making a pool to build a new dungeon while there is PAID QUEST from an expansion that is bugged for so long.

I've had this quest bug on me once. As soon as I realized that being on top of the sahaguin keeps them from spawning in and bugs the end fight, I stopped crowding the gate.

CaptainPurge
04-01-2023, 05:53 PM
Two years later and this quest still have the same bug during the end fight?

Devs don't care about this game anymore? Serious question.

I can't believe they are making a pool to build a new dungeon while there is PAID QUEST from an expansion that is bugged for so long.

Happened last night, Orien, PUG, R8, were you there perhaps? That and getting tired of Orien prime time lag (a feature) at least 2 of us dropped group and logged off instead of re-running.

Bjond
04-01-2023, 07:00 PM
Two years later and this quest still have the same bug during the end fight?

I've never had this one bug on me, what was it doing and (hopefully) what can we do to avoid causing it? That's a rather long quest and I'd rather not inadvertently step in it (so to speak).

CaptainPurge
04-01-2023, 07:12 PM
I've never had this one bug on me, what was it doing and (hopefully) what can we do to avoid causing it? That's a rather long quest and I'd rather not inadvertently step in it (so to speak).

During the invasion one of the mobs can spawn under the floor. And it isn't targetable. We threw everything we had at it, various AoE's, social skill checks, etc., it's a restart sadly.

"As soon as I realized that being on top of the sahaguin keeps them from spawning in and bugs the end fight, I stopped crowding the gate."

So I suppose the solution is to make sure all in the party stay back and let the waves spawn and come at you. Set up the CC/kill zone away from the water.

Bjond
04-01-2023, 09:05 PM
mobs can spawn under the floor. And it isn't targetable [..]being on top of the sahaguin keeps them from spawning

Ah, that explains it. I typically run this one R8+ and thus am happy to let the NPCs tank and/or be slaughtered first. Fortunately, the Lizard Queen is a proper Royal and also doesn't mind how many of her subjects die for her cause.

adamkatt
04-02-2023, 12:17 AM
Ahh yes the one quest in saltmarsh i skip when doing the saga... too close quarters for me... but ive never had it bug out.

Dendrix
04-02-2023, 03:49 AM
It's level 3 mission. With 100+ mobs to kill in small corridors and rooms, claustrophobic confines, hard to navigate.
Vastly over-statted mobs - probably because it was auto-scaled from epic and not tuned correctly.
Mobs that come in overly large groups increasing the threat and lethality of the encounters.
Mob HP and Damage should be divided by 2. Group size should be divided by 2
They would still have more hp and damage than kobolds waterworks missions, a mission of the same level.

terrible, terrible mission.
terrible terrible statting.

OrodelaSol
04-02-2023, 09:58 AM
Two years later and this quest still have the same bug during the end fight?

Devs don't care about this game anymore? Serious question.

I can't believe they are making a pool to build a new dungeon while there is PAID QUEST from an expansion that is bugged for so long.

Might have been the 6 disco balls, 12 webs, 3 earthquakes and all the aoe spells being lauched prior to the mobs spawning. just a guess...

droid327
04-02-2023, 11:36 AM
It's level 3 mission. With 100+ mobs to kill in small corridors and rooms, claustrophobic confines, hard to navigate.
Vastly over-statted mobs - probably because it was auto-scaled from epic and not tuned correctly.
Mobs that come in overly large groups increasing the threat and lethality of the encounters.
Mob HP and Damage should be divided by 2. Group size should be divided by 2
They would still have more hp and damage than kobolds waterworks missions, a mission of the same level.


Its the toughest mission in Saltmarsh. Or at least the longest and sloggiest. But my biggest complaint is all the backtracking you have to do (especially if you dont have the stat for the rune in the first wing). Unnecessarily long hallways are just a naked time sink, and thats the worst game design.

I dont think the mob design is that bad - they're power-crept compared to Waterworks mobs, naturally, but they're not unduly difficult at-level. It just comes down to a question of if its worth the time and effort for the XP - and I think the consensus is "no", but that's true for all of Saltmarsh, not just Dunwater.