Revisiting the Horror of Necropolis IV...
It's been nearly 2 years since I made my rant about how bad Necropolis IV sucked and how much I hated it. Between the changes that went on with DDO, as well as the changes to the Necropolis IV area itself and my own personal changes, I decided to revisit the Necropolis IV area and give it another chance. And believe it or not, it actually has gotten better in some aspects! But that doesn't mean I am about to start giving it nothing but praise and glory, however! Read on, and I will begin to tell you my two cents about what shines of holiness and what stinks of undead doo-doo, complete from the beginning quests to the end raid!
The glorious good.
To begin with, the recent changes to the Necropolis IV area are quite good. It is nice that you no longer need to grind for items there as much, and quite a bit of the items, including the raid items themselves, have gotten to be more powerful. Plus, the difficulty seems to have been toned down just a bit, partly because the characters themselves have gained more power, and also because direct changes have been made to various quests. And as always, the experience is good for it's level. The pre-raid has a unique NPC enemy that switches weapons, which isn't something you see every day in DDO, even if he does it in a predetermined manner. The raid itself is also unique, if you can bear with the buggy mechanics and high level of teamwork needed to pull through the challenges you face.
The blood-screaming bad.
This is where my rant begins. I guess to start off with, this place is heavily caster biased in terms of challenge. It's not just a Necropolis IV problem either, its mostly a game problem (Which maybe ill discuss in another thread) but the bottom line is, if your not a spellcaster, or not grouped with one, then the difficulty of the Necropolis will be raised moreso than usual, and I would recommend at least getting a healing hireling in your group if you don't have one for the pre-raid quests.
Another rant to focus on is some of the pre-quests have mechanics that suck. The first quest ill focus on is Inferno of the Damned. In this quest, you have to navigate a maze that has two sides to it, in which you keep changing sides to get to your goal. My first complaint has to be, "Why do we have to attack something to get to the other side?" Seriously, why not just take a portal? Why do I have to waste time attacking something that, when it explodes, takes me to the other side as a portal would? Its just monotonous. The maze itself is also difficult to navigate without a guide; you could be doing this quest for 2+ hours if nobody knows what they're doing. Luckily, that tends to be rare, and plus, I doubt Turbine will do anything to fix it.
Flesh Maker's Laboratory could definately use a few changes. For one, the electric traps close to the end of the quest could use some tweaking, as it seems that people tend to get hit by the traps even when they're not in range, and that can be a problem on elite. Plus, when you do the rune activation at the end, why do the runes deactivate after a certain amount of time? It just doesn't make sense. I never checked if they updated it or not (because I believe Turbine's description of quest difficulties is inaccurate and often wrongly categorized) but I would definitely recommend, if not require bringing along three people for this quest, or two if your quite experienced. Temple of Vol is ok, though maybe the traps could be polished just a bit, and I definitely want to say something about Ghosts of Perdition, but I can't quite explain what's wrong with it.
The flagging quest is what I really hate in Necropolis IV. It SUCKS. Oh by the silver flame, does it suck. Why does it suck, you ask? Well, its not too bad in the beginning, until you get to the part where the chests are trapped. Once you find out the chests are trapped, you have to pull this lever to start this ENORMOUS waste of time to get a gate to open. It just takes so freaking long, and to top it off, monsters, including quells, constantly spawn to add more to your stress. The best way to put how annoying it is to wait for what could possibly be Ebberon's first-ever lever mechanism that opens a gate is like this:
*Pulls lever*
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Ugh...
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*Clank clank*
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Come on!
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Is this going to effin open or what!?
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Why isn't anything happening? Am I stuck? Comeon!
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DM voice: The first crystal signal ignites, sending shudders throughout the mausoleum!
But that's just one crystal!
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*More clanking and raking*
If you didn't get it already: The wait to open the gate is a WASTE OF TIME and SUCKS HARD. If anything, the duration for the gate to open should be shortened a LOT, or it should open much faster if you kill a bunch of those monsters that spawn. Once you get past the gate and the monsters, then you have to navigate this weird drop maze. It might seem simple at first, but you REALLY have to move in this maze or else you'll get blasted with force. On lower difficulties, its no big deal, but on higher difficulties, it could one-shot you, and don't even bring a hireling through it because they'll just stand there and get killed! If you get there, try to move as one, and park hirelings at the top until you get down.
Another one of Litany of the Dead's greatest flaws is the riddle part. If you've never done this part before, your better let someone who has, and if your unlucky enough to have nobody in your party that has, well your totally screwed, unless you roleplay as a lawful good, lawful evil, chaotic good or chaotic evil character, and even then, you might be. What happens is you collapse through the floor in a cage. Then you awake a dragon, who asks you a series of questions, which relate to good/evil, law/good, and then both. If you screw up more than once on the three series of questions or the final question, your screwed, because your party will be blasted with a acid dragon breath that INSTANTLY kills everyone, regardless of protections, and pretty much fails the quest, as it puts up a barrier at the beginning to prevent reentry.
If you do get lucky or know the riddle, then don't recall just yet, unless your farming XP. What you have to do is navigate a corridor that you unlocked based on the type of riddle you answered successfully and after some battling, face off against a boss of some sort. While the beholder boss and Mentau boss are really difficult, and while the the other two bosses are fine, what really gets to me are some of these characters! Seriously, a Lawful Good beholder? How in the Sovereign Host is the beholder a Lawful Good one!? If anything, I actually thought it was chaotic evil with the way it attacks you in Ghosts of Perdition. It just does not make sense how the beholder acts as it does, I don't even understand it at times. It feels so weird how they chicken out on you a second time as well, and don't you basically kill all of them in the end? So, if im getting this right, you have to recruit some allies to your cause, and then just before you get to unlock the Abbot's chamber, they turn on you, and can't be redeemed even when you destroy the crystal that guards them? *Mind blown*.
Oh, and I might add that once you kill the boss and loot, you better not recall out yet, because then you have to go through a door nearby and destroy a crystal, making you 'flagged' for that part. And you have to do this four times. I am not making this up. You have to go through the ENORMOUS waste of time near the beginning so the gate can let you through, navigate a maze with finesse, answer a BS riddle that you could only answer by looking it up in a guide or roleplaying well enough, then navigate another corridor that may or may not have a BS boss, then destroy a crystal at LEAST four times. It will really test your patience if your going to flag for this, even as a TR.
And now, we get to the final presentation: The Ascension Chamber! Before you think about running this raid, don't bother running it at level. Like the Shroud and other raids, its in no way, shape or form to be run below or near level 17 because of how difficult the enemies are and such. And as I said before, it is a unique raid, but I swear its cursed because even from the very beginning, it has had dangerous bugs and mind-boggling mechanics. I'll spare you most of the details and encourage you to read up the previous versions on the DDO wiki, but I will add that if they never fixed the bug where you could throw a Greensteel or other type of weapon in the asteroids room, I would never run that raid for the risk.
The BS that gets to me in that raid is mostly the bugs and a few curveballs the abbot throws at you in the puzzles. The invisible asteroids in the asteroids room ****es me off, and the wands can either missfire and screw you over when you land in the water or you could miss and not be able to jump back up. Not to mention the tile puzzle can take a REALLY long time to get over if you want to do it right, as the puzzle combinations can be confusing. For these and other reasons, this raid is NOTORIOUS for not being friendly to pick up groups. If you go in and don't know what to do, your screwed. You might as well turn back around and exit the raid to spare yourself the trouble. You'll definitely need some in-game experience in addition to reading up about the raid because the raid has that feel that can only be known when you experience it successfully. Oh, and if you beat it, one chest. Yup, that's right, just one insignificant chest that has no visual appeal whatsoever. So lame.
And I gotta end with how lame some of the NPC responses are, specifically the main NPC that gives you the quest for the raid and such. His responses tend to be pretty lame, especially when you beat the raid. Rather than saying his lame stuff, I just think that when you beat the raid and get your reward, he should only say, "Congratulations. You have survived." Just to mock his poor dialogue. Nothing else. Just that.
That which could have been: Improvements.
I guess if anything, Litany of the Dead needs some major tweaking. The three things I absolutely cannot tolerate is the enormous time grind after you discover the trapped chests, the subtlety of the riddle, and flagging for the raid. If anything, I believe that once you successfully answer a riddle, you should be flagged for Ascension chamber, period. It shouldn't be rocket science to flag for it!
The raid definately needs difficulty tweaking. Im fine with seals dropping only on hard/elite, as well as a much better chance of loot on elite, but I believe if anything, it should be clearer what players have to do. I say make normal a 'tutorial' difficulty, having either a DM or in-game readables explain more about the puzzles and lowering the consequences for failing these puzzles. And of course, hard and elite put you to the test. Not to mention level 17? There's no way in ebberon a level 17 will run it! Im not sure how exactly to fix the problem of end-game raids being run like this, but I suppose one could go at it with pickable levels, though that would require some good tweaking to both not be abused and to be useful.
Most of the regular quests are ok, save for some fine-tuning that could be used, and the rewards are nice now that they're revamped, but the graphics kinda make me want to hurl. I know the land is supposed to be dead and such, but the quality of how dead it is could be better.
The inevitable conclusion.
As hard as it may be for some to believe, the pack has gotten better. It still needs some major work, and I still hate it, but for those who love battling undead, or for those who are TR's and need XP or even those who are in a guild that does a lot of abbot runs, this might be for you. For everyone else, I recommend caution buying this, and I definitely will say buy it when its on sale. 895 or so TP for this is too steep. If there's one pack that could use a facelift, this pack is it, Turbine. Give it the love you have given gianthold.