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  1. #1
    Content Designer KookieKobold's Avatar
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    Default U23 Quest Feedback - Epic Inferno of the Damned

    Feel free to leave feedback here for the quest Epic Inferno of the Damned!

  2. #2
    The Hatchery Mryal's Avatar
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    Ran with cookie on EE with a 4 man party for a bit, but unfortunely had to leave for RL issues, sorry again
    This is a lot and i mean a LOT harder than vol on EE was.The mob selections feels very different here, theres even magma ragers...and they hit me for 200+100 physical + fire trought my 170 PRR/91 MRR and DR 30/, hell even the regular human mobs packed quite a punch.The traps were pretty deadly too, i died a few times before having to go, rest of party too, except kookie wich stayed at -2k hp alive and well (Hacks!).It has the 'EE' feel, i liked :P
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  3. #3
    Community Member UurlockYgmeov's Avatar
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    sounds fun!

    Think we need to remember that these quests were not supposed to be available until next week; but do to an ill-behaving teleporting mechanism - were swapped in at the last minute. I would expect lots of changes / improvements over the next couple of weeks.

  4. #4
    Community Member Monkey_Archer's Avatar
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    Ran this solo EE on my paladin in about 40 minutes. (2 heroic past lives, 0 epic past lives, Divine Crusader S&B defender with live gear)

    Good
    • Cinderspawn and magma brutes can be dangerous to squishies. Even with 244 PRR and 145 MRR the magma brutes were a bit too dangerous to gather up and face tank easily.
    • Adding magma brutes and air eles instead of mephits was a good decision. Mob diversity is good in this quest
    • Liches hurt. Paralysing touch and disintegrate makes them a real threat.


    Bad
    • Magmabrutes and fire elemental spell damage is too weak
    • Cinderspawn and caster spell damage is absurdly weak
    • Cinnis' ranged and spell damage is literally 0. He will endlessly throw 0 damage spells, even though his melee attacks can hurt if you decide to get close to him.
    Thelanis

  5. #5
    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by Monkey_Archer View Post
    Ran this solo EE on my paladin in about 40 minutes. (2 heroic past lives, 0 epic past lives, Divine Crusader S&B defender with live gear)

    Good
    • Cinderspawn and magma brutes can be dangerous to squishies. Even with 244 PRR and 145 MRR the magma brutes were a bit too dangerous to gather up and face tank easily.
    • Adding magma brutes and air eles instead of mephits was a good decision. Mob diversity is good in this quest
    • Liches hurt. Paralysing touch and disintegrate makes them a real threat.


    Bad
    • Magmabrutes and fire elemental spell damage is too weak
    • Cinderspawn and caster spell damage is absurdly weak
    • Cinnis' ranged and spell damage is literally 0. He will endlessly throw 0 damage spells, even though his melee attacks can hurt if you decide to get close to him.
    The fact that you completed on ee solo is bad to me. It should have required you to pull store pots all over the place to keep yourself alive.

    However , I like your feedback.

  6. #6
    Community Member Draiden's Avatar
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    Initially posted in the wrong forum, it seems. Sorry about that... but here is my feedback from an initial EE run.
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  7. #7
    Community Member Monkey_Archer's Avatar
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    Quote Originally Posted by Seikojin View Post
    The fact that you completed on ee solo is bad to me. It should have required you to pull store pots all over the place to keep yourself alive.

    However , I like your feedback.
    The funny thing is that with the MRR bug, having 145 MRR meant that I was doing the quest with a 60% healing amp penalty. Despite that inconvenience, cocoon and consecration was still easily enough healing to gather up and face tank everything except the magma brutes.
    Thelanis

  8. #8
    Community Member Munkenmo's Avatar
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    Just finished soloing EE on munkenmo (16monk/2fighter/2wiz bladeforged - in gmof)

    This was the hardest quest to solo.... but that's not saying much. The only reason was the portals prevented me from building up a single EIN.

    I like the shift from mephits to elementals, but the elementals do far to little damage. I also noticed there's a lot less of them, the lower mob density allowed me to get away with invising through corridors without getting beyond green dungeon alert.
    Seeing litches spawn on fire side after killing acolytes was kind of neat, but they didn't do enough damage or have high enough DC spells to be threatening.
    The shrines at the quest entrance seem unnecessary, I didn't need any pots or shrines to complete.

    Mobs didn't do enough damage and in general they died far too easily.

    Suggestions:
    Increase every mobs saves, all 3 of them.
    Increase armor class on the melee mobs.
    Give the casters/elementals more spell power
    Give the cinderspawn/fire elementals immunities and increase the fire elementals AC. The cinderspawns AC felt about right.
    Increase trap damage. I can't comment on their DC's, my monk only has a 35 reflex save, but with improved evasion and 84prr the damage was laughable.
    Increase Cinnis' ranged damage, in melee I needed to heal, when I pulled out a shuriken he did virtually no damage.

    After running all 3 necro quests on EE, I'm not sure how this pack can be relevant endgame content, the maps all have obvious choke points where aoe damage makes short work of mobs. Ramping up mob HP, damage and saves isn't going to make the content more challenging, it'll just be more tedious. Carefull trap placements (possibly some disjunction traps) will add some challenge, but most likely players will just shift their choke points.

    As they're currently implemented the quests might as well be CR 21/22/23.


    I ran Trial by Fire in GH just to get a comparison to a quest I knew well before the PRR/MRR / Melee power pass. I've only got 14 magic resist, the melee power boost is noticeable, I have a standing 70 now.
    - GH mobs have higher fort saves and do more damage despite the quests being 5 levels lower.
    - GH mobs seemed to have more damage
    - GH mobs seemed to have more hp.
    - Melee power and magic resist have trivialized GH too, I used to avoid running in blitz because it made everything stupidly easy, now I've got 1/2 of it's offensive power full time.

    Consider making melee power only apply to procs, physical damage was already good enough without it. Balancing melee by giving all of us 1/2 the power of blitz isn't working, I doubt it will ever work. You HAVE to reduce EE mob hp everywhere and then nerf blitz accordingly.

  9. #9
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    My clumsy solo report of EE Inferno.
    {Note I'm not a big fan of EE soloing, just doing this to help judge difficulty and look for places that need improvement. I will not invis and will have an aura running.}

    Relogging as my wolf seems to be missing some things it should have, will probably not use wolf in quest as he tends to bit the CR 15 portals and send me back if I am not careful.

    Ran to the quest, past three rares, I like that there is shrine in Inferno as we enter, that is nice to fill back up after a long trip thru the slayers, could we do the for Ghost of Perdition? I know one can zerg run, but I don't like the newbie trap of being late coming and running thru red alert wilderness, getting lost and dying. An extra shrine on the south end would allow players to partially clear while on the way to the quests.

    Twisted in Magistar DC*2/Energy Burst/Cocoon and move to shirdai ED.
    Druid pure human caster.
    I'm missing 20 hp, but not sure why?

    Getting possible better numbers, have all metamagics turned on, got out the hellball feat to use.

    Doing fine till I ran into a group of five magma brutes and snoopy (wolf) starting taking quite a beating, trying to heal up wolf ended up dying, likely some would have invis/zerged to portal and jumped thru. Used a cake, put on fire absorb cloak, cast fire shield, moving on without Snoopy.

    I'm assuming Magma brutes are part earth and therefore immune to earthquake?

    Earthquake/ice storm/sleet storm approach going fairly well, but using up a lot of spell points.

    To get the first shine, I killed the acolyte who turned into a lich lord on the other side.
    I did not dodge enough and the lich lord killed me, but when I caked he was gone.

    The CR 15 portals seem about right solo, on elite with a group there was a tendancy for archers to manyshot them right after they crossed causing part of the party to teleport back.

    Second boss knocked me down and killed me, have to untarget them to heal. I am used to earthquaking them on heroic, and that is NOT working here on either boss. Another cake, kill boss, moving onward. And as I type this, an air elemental kills me afk, oh well another cake and moving on.

    Air elly blow away my earthquake messing up a cc zone, but blindness is effective vs the magma brutes.

    Got a little sloppy at the last mini boss, accidently trigged the boss fight before trash taken care, tripped and died. Two cakes there, due to death penalty hindering effiency. Rubber banded mini boss and waiting out death timer.


    Boss fight, boss has a ton of hit points which is fine. Doing a lot of dodging and the like then I notice the boss's ranged attack do about zero damage...he did hit decent in melee/jump I think.

    Used 4 cakes and a half a dozen sp potions along with one shrine.
    Normally on live that amount could last me an entire life.


    Having soloed all three quests on EE and done Fleshmakers once in a group in EE, I am not sure quite what to say.

    Overall, there is difficulty there and places that need tweaking.

    If you want to follow the path of -> make harder -> increase rewards due to extra time -> create exclusive EE only rewards -> increase reward drop due to extra time -> create elite / non elite grouping -> etc... then you must make all these quests harder.

    If you want to follow the path of -> elite is doable by good players -> rewards drop at all difficulties with greater difficulties more often -> good xp for reaching level 30 -> etc... then you need to tweak what you have and fill in the empty spots and less exciting places.


    I do not consider myself in the top 10% of the player base, I have gotten to where I am by being online when you log in and being online after you leave...
    Last edited by Silverleafeon; 08-23-2014 at 08:09 PM.

  10. #10
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    Portals need more hp please, CR 30 or so thank you.

  11. #11
    Community Member FlaviusMaximus's Avatar
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    Quote Originally Posted by fTdOmen View Post
    Consider making melee power only apply to procs, physical damage was already good enough without it. Balancing melee by giving all of us 1/2 the power of blitz isn't working, I doubt it will ever work.
    The abundance of melee power has been a common theme in a lot of the posts I've seen. Many are complaining that enemies are dying too quickly on Epic Elite to gain stacks of Blitz, which should really be taken as a complaint about the current power of melees on Lamannia rather than a statement about Blitz mechanics.

    Effectively doubling the power of melees through the feat changes and additional melee power from epic levels and destiny innates is too much, in my opinion.

    I do think that melees should be rewarded with some extra damage for having to go toe to toe with the enemy, but perhaps a 33% increase would make more sense than a 100% increase now that we are benefiting from the feedback and data that is coming from live testing.

    Raising non-blitz melee power by the current, large amount creates another issue, in my mind. If procs such as sneak attack have been partly trivialized due to the gigantic crits that now occur with some regularity, that situation doesn't change if the actual weapon damage (outside of blitz) is increased by the same percentage that sneak attack damage is. In other words, a proc such as sneak attack is still somewhat trivialized if it retains the same proportion to weapon damage. Perhaps ftd is correct in stating that procs need a boost more than actual melee weapon damage.

  12. #12
    Community Member Draiden's Avatar
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    Quote Originally Posted by FlaviusMaximus View Post
    The abundance of melee power has been a common theme in a lot of the posts I've seen. Many are complaining that enemies are dying too quickly on Epic Elite to gain stacks of Blitz, which should really be taken as a complaint about the current power of melees on Lamannia rather than a statement about Blitz mechanics.
    Aren't people making this argument based on Epic Hard or Epic Normal runs? I don't recall seeing anybody say that mobs are dying too quickly on Epic Elite to build stacks of blitz. While this could be true with full parties of blitzers, the posts I've seen with this claim are all EH or easier in difficulty.
    Proud Leader of Redemption

  13. #13
    Community Member FlaviusMaximus's Avatar
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    Quote Originally Posted by Draiden View Post
    Aren't people making this argument based on Epic Hard or Epic Normal runs? I don't recall seeing anybody say that mobs are dying too quickly on Epic Elite to build stacks of blitz. While this could be true with full parties of blitzers, the posts I've seen with this claim are all EH or easier in difficulty.
    Could be.

    It was mainly a commentary on the amount of Melee Power that was added. There have been many posts about EE content being too easy with the big melee boosts and lowering the Melee Power would partially address Blitz proccing issues at any difficulty.

  14. #14
    Community Member SealedInSong's Avatar
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    Default 16monk/2fighter/2wiz

    Quote Originally Posted by fTdOmen View Post
    Just finished soloing EE on munkenmo (16monk/2fighter/2wiz bladeforged - in gmof)
    Enmo, what is this build? Curious
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  15. #15
    Community Member gravisrs's Avatar
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    Just ran this 3 times. Really good quest at designed lvl!!

    Good work devs!

    EN looks oky to solo it, but even with OP builds it takes ~20 min.
    EE looks very tough but still doable with good party, last fight just took longer than expected but it's fine.

    Just one "but" - air elemental mobs looks like run "out of mana" on EN pretty quick and they stop casting gust of wind, so make sure you take sth to extinguish torches yourself.

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