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  1. #1
    Community Member zehnvhex's Avatar
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    Default Black and Blue feedback thread

    - I'm really not liking the "Teleport you somewhere" thing that you've been doing with a lot of quests lately. At the very least on the splash screen include a map of the game world with an X where we're headed so that it at least feels connected to the quest. I mean is this place a few hours north of stormreach? Other side of the planet? Where am I going?

    - TIL I've been pronouncing Aqueduct wrong. Thanks a lot Monty Python.

    - I enjoyed the visuals of the quest a little bit more that the Newcomers. I think the outside areas in The newcomers severely detracts from the overall enjoyment of that quest though.

    - The levers for the second magical barrier make no sense as to why they're just cropping out of random blocks. Maybe make them a little more centralized so it looks like the cultists have fortified and are defending them instead of it looking like some ancient Giant sub contractor said "Not my job" and flung them up wherever.

    - The Aqueducts are fun. It would be nice if the water was more dangerous though. Even on reaper they barely tickle.

    - The lever section in the last area is blargh. Having to unlock the levers one at a time adds absolutely no value to gameplay and makes the quest more tedious then it needs be.

    - The voice acting is good and comes at places you'd expect it.

    - The NPC placement is meh. I'd like to see some semi-rare optional named placed throughout. One that can randomly spawn in one of the three initial levers, one at the two lever area, maybe one or two in the aqueduct sections? Some variety in NPC's would be nice too. As it stands it's the same two cultists with a random scorrow (for some reason).

    - The dragon encounter could use stronger knockbacks to make the electrified water actually a threat, provided the water was made into an actual threat as well.

    Overall I don't see myself running this quest often. While it's visually appealing, the xp is still pretty low for how far you have to run (big quest) and there's nothing terribly memorable about it. If the aqueducts were a bit more of a challenge to navigate with NPC's wailing on you it might be more fun.
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  2. #2
    Community Member Powerhungry's Avatar
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    apparently if you kill the first dragon too fast the quest fails to progress.
    Level 30 toon on HN killed the first dragon in one hit, AeO procced at the same time and kill the cultists - then nothing happened
    (Combat): You are hit by your knockdown.

  3. #3

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    I did this quest on EN solo with a Level 30 Pally (Defender Build) followed up by EC solo run to look at the quest in a little more detail.

    The pacing of this quest seems a little off. Kind of like every third or fourth group of mobs was removed. You get around a corner, a spot you typically go there should be mobs here and there aren't. It was kind of wierd. I kept going back and seeing if they spawned at a latter time, nope.

    Being a defender build three of the four mobs groups that spawned we just speed bumbs. Cult Warden, Cult Adherent, Cult Disciple or Cult Seeker did no damage against my character (279 AC) the only thing that threatened me was the Cult Invoker. I can see how the Cult Invoker will scare the khyber out of players when it scales up as I was in Solo.

    Many of the Spawns in the Ruins seemed to be heroic versions rather than Epic versions. Had a solid dozen with less than 200 HP.

    The electrified water was only an annoyance at 5 to 9 HP a pop.

    The end fight with dragon was a beat down. I didn't bring Dragon beaters to Lamannia so it was my own fault.
    The Dragon breath attack animation didn't appear to work.

    The end fight needed something. Maybe fly by attacks from the second dragon. It was boring.

    27K XP, really? A little low.
    Two chests? A little low
    No optionals? Too few

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

  4. #4
    Community Member zehnvhex's Avatar
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    Something else I noticed. The archways into darkness. Could you at least put a grate or rubble pile there? The way it is set up, looks like it would be something you walk into the zone into another area similar to the archways in Tempest Spine. Here they are just nothing.
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