We've updated the Night Revels, including adding the loot from the Mimic Hunt/Mabar festival. Check it out! Please let us know about any bugs you run into. Thanks.
We've updated the Night Revels, including adding the loot from the Mimic Hunt/Mabar festival. Check it out! Please let us know about any bugs you run into. Thanks.
Have fun, and don't forget to gather for buffs!
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The monster manual is buggy.
In the graveyard Mummy kills were recorded in the manual, but not Zombies, Skeletons.
Does this version of Lamannia contain 28.1 changes (rebalancing stuff)?
Last edited by Steve_Howe; 10-15-2015 at 06:38 PM.
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So this isn't any kind of systematic analysis, but the spawn rate of enemies in the Graveyard seems to be higher. I also managed to get 2 keys in about an hour, which isn't great but seems better than before. Also, the challenge level of the new instances seems have been boosted (or maybe it's that my warlock is less effective) -- they didn't whoosh by quite as quickly as before. I still think that Crystal Cove is more fun -- both the slayer area and the torch area (never thought I would say that because I *hate* torch challenges), but it wasn't as boring as it was the first time I ran through it.
But the graveyard area is still Too. Darn. Dark.
My wife and I ran level 15 Iconic characters we quickly created, through The Night Revels.
It took at least 45 minutes to get my first key. (my wife got three in that time)
We went into Haverdasher first because it was close, it was over fast. Really fast.
I felt a little cheated to get a three or four minute challenge after all the time it took to get a key.
The next three keys averaged about 30 min per key for me, with my wife receiving five keys in the same amount of time.
The next three challenges were not quite as fast as Haverdasher but were still very quick and easy.
In Delera's graveyard the monster spawn rate seemed to be very slow and there was a long delay for the monsters to actually become "active" after they spawned.
I would like to see:
more monsters spawning in the outdoor area,
higher drop rate for keys (could be solved by the higher spawn rate),
more challenge in the Challenges (I know this is vague, but I'm not sure what the "more" should look like).
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Bugs:
1. Wraiths, Ghouls, Ghasts, Skeletons (but only those lower CR) and prolly more on graveyard - still not counted towards monster manuals.
2. You cannot kill first 4 zombies (eg turn undead if you doing lower lvl challenge, or some bursts) in Ravagement before Maxwell and his brother departs - otherwise you won't be able to finish this challenge and receive mats (objective stuck at "killing first 4 zombies" which shows after you actually killed em).
Minor issues (or may be WAI):
1. Challenge end bosses - turn undead immune - WAI?
2. Mummyrot at low levels is quite lethal (Sneblin and the other mummy on the way in the Snitch) - maybe make mummies to cast rot from CR:12+ challenge ?
3. Challenge end bosses - gives 8 chocolates after being killed, WAI ?
Good job!!:
- nice to see mabar loot on the list including rubies and old cosmetics ;D (so now Mimic Festival can receive 40th anniversary card loot table ? ;p )
- key drop rate increased towards reasonable amounts
Last edited by gravisrs; 10-16-2015 at 05:50 AM.
Did a haverdashed at level 35:
(Standard): You gain 8 Pieces of Darkest Chocolate from Lady Wrasse.
(Standard): You have been awarded 23 Black Apples.
Really? Not even 1 ingredient per level?
what is up with the Lich in the graveyard? they look like they fall down twice before you can actually start hitting them.
auras do damage to mobs in the graveyard, so be careful of piking.
ran around this morning and took me about 10 minutes to get a key. ill try to get more keys tonight and check to see if the challenges are more challenging than last time.
you can use Entangle in the graveyard but not spike growth or snare. WAI?
#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter
The bosses now really feel like bosses so good ! nice touch to put that shrine in the snitch it was needed for my lesser character
Keys drops seem to be fine, will need to see how this will translate to life tho as there will be big groups vs only few people on lamma while I was there.
The missions now only drop their respective ingredient and no longer any chocolates, the end-boss does drop 8 pieces but those don't scale with difficulty! So that is half it was last time compared to @level, with no bonus for running higher cr.
I can see this becoming a problem as the chocolates will become the bottleneck, since they are required for every recipe. Also I think this will penalize people who might not like the Delara's wilderness farm or people who just don't have the time to sink in farming keys, but rather just buy them from the store/ah and run these missions. I think both choices should be supported. I am afraid there will just not be enough chocolate around, and players will soon find themselves drowning in other ingredients and keys they no longer require! This coupled with the fact they disappear at the end of the year will mean a lot of players are going to feel cheated because they can not hold on to their "hard-earned" ingredients, or be able to turn them in for prices.
I do think half of the chocolates per mission is ok but then they should also scale at higher difficulties.
And/Or maybe a turn in could be used to trade other ingredients into chocolates.
observation:
lvl24 robe costs <1400 chocolates> <200 apple> <340 almond> <480 caramel> <240 cinnamon>
1400/8 = 175 runs ~= 44 runs/mission -> @level = 660 other ingredients,
Which is going to leave you with 440 apple, 320 almond, 120 caramel and 420 cinnamon for which you will not have the chocolates to turn in.
To me this feels like a great waste. I do not know the design intent maybe you want chocolates to become really expensive in the shard exchange? or maybe you foresee a lot of chocolates coming from the key-farm...
(I did not incorporate drops from wilderness it might be possible that to get 175 keys you would net a nice stack of chocolates, again this cannot be tested till live when the graveyard is filled with players vs Lammania where you are almost alone. but for the I don't like the wilderness crowd this will be an issue)
IMO chocolate should be more abundant , and the bottleneck should be the other ingredients. (again I don't know your design intent!)
I think red named monster in the wilderness should either, drop more ingredients or have a higher chance for dropping ingredients/keys else there is no reason to pursue them.
Thank you for listening to the playerbase, and added the Mabar stuff back in! I hope the mimics don't all starve and get fed some new powerful items so they can start breeding again in the future
G-land, Balistas Magicas, Bashukar Bloodaxe, Kobur Curse of Dragon, Necromatix
So an other observation/calculation but the other way around
number of runs for ingredients @level, 200 apples = ~14, 340 almonds = ~23, 480 caramels = 32, 240 cinnamons = 16, Total = ~85 runs
85*8 = 680 chocolates, -> 720 chocolates still needed, which would mean you will have to average ~9 (8.47) chocolates per key!
Looking at this calculation it seems the numbers are quite reasonable! yet I still feel the chocolate drops from the end-boss should scale with CR
G-land, Balistas Magicas, Bashukar Bloodaxe, Kobur Curse of Dragon, Necromatix
That may be "reasonable" for veterans who can zerg through quests with little effort. For the average player it is going to take a lot longer to do the challenges. I haven't actually done the challenges so I can't comment on how easy or difficult they are, but the fact that they are declared too easy will probably mean they will be made more difficult.
When tuning item cost and numbers of drops, devs have to keep in mind that they don't intend people to save ingredients for the more "expensive" items.
I don't know if it was because I was alone in the graveyard, the the mob spawn rate was very, very low. I would make it like 10 times higher.
And I would like to see large clusters of enemies spawn rather than the single spawns I saw.
You have to make this fun... I would like to be fighting hords of mobs non-stop instead of fighting a single enemy and running around for 30 seconds until I see another enemy...
Specially with the abysmal drop rate for the keys :/ People are saying they had to kill stuff for 1 hour before getting one!
Who's got time for that?
Thanks for adding the Mabar loot. Now I have an incentive for taking part in the event.
This is a bit off-topic, but since u28.1 includes the rebalancing, I would like to ask to make holy sword work on shields.
I did a little bit of testing. My Madstone Aegis went from a base dmg rating of 119.17 to 94.98! That's huge!
G-land, Balistas Magicas, Bashukar Bloodaxe, Kobur Curse of Dragon, Necromatix
Remember the old "Mabar" days, where raid groups circle a certain area of the map to maximize spwans? get into one of these groups and I bet you you will get your keys. Also the keys that drop from the wilderness are unbound so if you are really down on your luck or just logged and wanted to just run a dungeon take a look at the ah/sah I bet there will be plenty keys to find there! As there is no reason to keep hold of keys you don't need since they will fade at the end of this year.
G-land, Balistas Magicas, Bashukar Bloodaxe, Kobur Curse of Dragon, Necromatix
I did not see the changes for AA in this update to Lamannia, are these also still on track with this release? If so, when should we expect to get a chance to test those? If no, what release is it being pushed out to now?