Something I noticed is that not all of the "good" paths between the incense torches results in lit torches or our red bar. This is especially noticable around corners. I bring this up because it appears to me that if you bend the line you can create multiple paths for the kobolds to follow even though you only have one red line.
I notice this issue a lot going down to the waterfall, the kobolds get confused and end up in orbit around three torches.
The healing torches confuse the kobolds. I buy one and stick it in the ground by the Forekobold and sometimes a second one replacing the first incense torch, but if you put them in the ground further down the change the kobolds stop and go back without breathing in the soothing and healing smells.
I am going to mention that the kobolds don't like water and the impossible task of getting the kobolds to cross it in mass.
The first incoming doesn't always result in the forekobold screaming incoming, especially when it occurs in the first 30 seconds. Was in a party where the several kobolds died as we are diving up the tasks.
The location of the "purple" is an issue, I was in one run where we had to string out 24 torches to get to a cluster of 18 purple shards. And we couldn't find more than a couple others closer. I am not sure how random the placement is, but could we get them more spread out.
Not everyone runs capped toons through this... Would be nice if there was oprional XP for taking down the named mobs, bonus XP for clearing so many mobs, and more Guild Renown.
There are obvious points in the cove where the difficulty jumps, I am pretty sure these points are between 5/6, 11/12, 16/17, 20/21, 24/25. I know that by design you give mobs more effects at these points, but the problem is between 6 and 10 for example there is virtually no difference as the mobs get slightly more HP on each level but few new effects. It would be nice if the effects the mobs generate would be staggered more, say Hobgoblin Oppertunists get bumps at 4, 8, 12, 16, 20, 24 and the Skeletons at 3, 7, 11, 15, 19, 23 and the Minotaurs at 5, 9, 13, 17, 21, 25 and so on and so forth.
Jibbers phases far too often which is an issue if a kobold has his agro.
How about a Raid Version
![Smile](/forums/images/smilies/smile.png)
Just saying.
In Smuggler's rest it would be nice if you could use the instances to segregate levels a little more.
Be nice if the mobs gave XP similiar to other adventure areas.
Guild Renown.