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  1. #101

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    Quote Originally Posted by Marten View Post
    Six hours of testing down the drain because your editor ate it and didn't autosave like it said it was. What I get for not using note pad!

    I had locs and everything but I am not even going to try and remember it all right now, just that in
    You should be able to retrieve that document with Windows recovery or MS Office recovery.

  2. #102
    Community Member Wizza's Avatar
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    Quote Originally Posted by Wizza View Post
    Premise: duoed both parts on Epic Elite.

    My opinion of this quest is: monotonous, boring and disappointing. I'm really sorry to say this because I actually was hoping this quest to be as fun as Haunted Halls but I was hugely disappointed when I went in there with my friend.


    I'll start with quest design itself first:

    First of all: this quest felt empty from the first moment we stepped in. There were absolutely ZERO optionals in the first part, beside the Giant Frog one that I forgot to turn in. There is absolutely no reason to explore this quest since you literally get nothing from it. It's all an endless running around and killing mobs, over and over and over. No cool stuff, nothing that makes you go "WOW, this is a cool encounter" or "wow, this is a cool room". Literally, the second part, was a "run until you get gem, kill efreeti, endfight". We did the fire path and we decided that it was boring enough and just go do the endfight instead of doing all the other 3 paths as well.

    Secret doors and traps: secret doors are absolutely non-existant. I think we found 3 or 4 of them in the whole dungeon and we explored around 80+% of it I'd say. There is no amazing secret room to discover, nothing. Traps: also non-existant. There are TOOONS of bear traps AND THAT'S IT. Like, seriously? Every trap was a bear trap except for a couple of pedestals that were actually very well done (some with lightning damage). No falling pit trap, no door falling on you like Haunted Halls. Absolutely boring traps design. I was expecting much better.


    On the actual mobs and encounters design:

    - Earth Elemental: if you don't find the wand that someone talked about in a previous reply, these are the most boring mobs to fight in DDO. How many HP they have on EE? Over 300k? And they keep grabbing you.
    - Water Elemental: same as Earth elemental, just that you cannot charm these. B O R I N G. They are just a sack of HP, nothing else.
    - Gelatinous Cube: sack of HP that literally does ZERO damage to the party members. The name, Living Pool, gave us a laughter but after 3 minutes of beatdown we just wanted that pain to end. Another absolutely boring fight that poses no threat to the players and just make them wish for the fight to end.
    - Fire room: is it intended that you can skip the fire room by donating 25k plat? I don't know what the other options did. Then I tried to say that the altar is evil and the fight started: Salamander: what are their saves? I literally couldn't dance a single one of them and they were all orange named but I'll go on the Saves later on. Let me just say that this was chaotic and again, Salamanders felt like had over 200k HP EACH.
    - Air room: the game knows how OP barbarian is that you have called that mob Goristro Barbarian. A sad joke that I didn't find funny at all. Another meatsack of HP. Also, what is its Fire Resistance? I had over 700 Fire Spell Power and my Fire spells were barely touching him.
    - Kleno: his Arcane Encumbrance was a bit over the top, my friend was KDed 70% of the fight.
    - Endfight with the 4 Elementals: I thought it was interesting at the beginning with the Opposite Element mechanic thing but as the fight went on, I found it just boring. Four meatbags that have to be kited pretty much. I also didn't feel any difference when they were weakened or not, might be a bug.

    The second part, we did the fire path only:

    - WAY TOO MANY MOBS. Literally over 200 mobs just in that path, absolutely boring gosh. We actually started running with invis at some point because we got SICK of fighting every 3 cm.



    On the save discussion:

    Saves are ridicolous high in this quest and it's bs. Why are they so high? I don't get any power from this update and yet 80% of my spells were Evaded or they just failed WITH DEBUFFS. How am I supposed to land my spells?

    Will save: I thought archers had low Will saves. I couldn't hold them with 62 DC + Mind Fog + Crushing Despair. Also the Salamanders, the Hezrous and basically every orange named in this quest.
    Reflex save: the same can go for my Evocation spells. I found 80% of the mobs evaded them for around 70% of the times and I'm talking about a solid 72+ DC here, with every debuff possible. Every single Orange named and Red named evaded 80% of my spells: earth ellies, Water ellies, Salamanders, Hezrous, THE BARBARIAN GORISTRO TOO! EVERY SINGLE BOSS OR MINI BOSS EVADED MOST OF MY SPELLS. It was ridicolous.
    Fortitude save: didn't cast any spell based on that.


    What I really liked about this quest:

    Zugg endfight in part 2. The endfight was actually hard enough, took us a couple of deaths to figure out what was happening and it was very chaotic. However, it has the same stuff has Mark of Death raid, so kinda not original. Still props for it, it was actually fun to duo it.


    Also: this quest needs way more shrines. Like at least two or three more of them.
    Also: not a single puzzle. Really?

    This quest can be summed up in a few words:

    Sacks of HP everywhere, inflated saves for every mob, zero original trap design and an endless RUNNING RUNNING RUNNING. I see zero replay value for this by looking also at how bad the loot is.
    I'm quoting my own reply that has been ignored (obviously, since it's a negative review) and take the opportunity to add a few things about the end fight of part 2.

    Don't read further if you don't want spoilers about it but that shouldn't be said since you are in the feedback thread.


    PROS:

    This end fight is probably one of the most fun fights that I duoed in a while. It's really chaotic, the Elemental damage from the boss is actually pretty high to pose a danger, I loved to see Quench being used here. And hellball is really deadly.

    - The Healing Debuff is so high that you have to actually kill the mushroom or you are in serious trouble. I play a fleshie so I didn't see if it reduced the Healing of BFs as well. I really felt that I had to kill the mushroom or I would die pretty soon.
    - The poisonous spores are also a nice addition, making you cleanse every 30 or so seconds or the damage starts to add up.
    - The Destruction damage is similar to blueferno in MoD, which makes it kinda lame but the way you have to protect yourself was well done and clever.
    - Again, very chaotic, you have to stay on your toes.
    - Damage from the foes, on a caster with a robe, seemed maybe a bit on the high side, doing around 250 dmg per hit, but almost got through our latest run flawless. I'd tone it down a sliiiiiightly bit, it favors PRR and MRR WAY too much.



    CONS:

    These cons are THE SAME OF THE REST OF THE DUNGEON

    - Saves of foes are WAY WAY too high. I've used every possible debuff, both on trash and the boss itself, and everything was still evading EVERY SINGLE SPELL. I'm sporting a 75 Evocation DC with the debuffs. Also used Abishai Cookies, no point, they were still evading everything. Since Saves are WAY too high, trash cannot be held or CCed or danced. They need to be toned down A LOT. The same goes for Part 1 trash and bosses as well. We gain no power in this update, there is absolutely no way for me to break those saves.
    - HP of the Hezrous AND dretches AND the Goristro barbarian are TOO HIGH, again. Couple this with the high saves and it takes forever to kill them. This favors Mortal Fear weapons WAYYY too much.
    - On the Goristro Barbarian itself, this mob is just a sack of HP and Saves that poses no real threat. It is just boring, like the Gelatinous cube, the Water Elementals and many other mobs.
    - Instead of two waves with Dretches and Hezrous, I'd have liked some other mob to be honest. It felt kind of "meh".


    Now that I said it, keep on ignoring the negative reviews.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  3. #103
    Community Member Monkey-Boy's Avatar
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    Quote Originally Posted by Wizza View Post
    - Saves of foes are WAY WAY too high. I've used every possible debuff, both on trash and the boss itself, and everything was still evading EVERY SINGLE SPELL. I'm sporting a 75 Evocation DC with the debuffs. Also used Abishai Cookies, no point, they were still evading everything. Since Saves are WAY too high, trash cannot be held or CCed or danced. They need to be toned down A LOT. The same goes for Part 1 trash and bosses as well. We gain no power in this update, there is absolutely no way for me to break those saves.
    Fort saves are also INSANELY BROKEN compared to other mobs of similar CRs in other quests.

    Just bring 6 barbarians.

  4. #104
    Community Member UurlockYgmeov's Avatar
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    I loved what I saw - keep it coming!

    btw - Anyone else think 'Groot' when they got to the 2nd (final) end fight? ;p

  5. #105
    Hero JOTMON's Avatar
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    Quote Originally Posted by Wizza View Post
    I'm quoting my own reply that has been ignored (obviously, since it's a negative review) and take the opportunity to add a few things about the end fight of part 2.

    Don't read further if you don't want spoilers about it but that shouldn't be said since you are in the feedback thread.


    PROS:

    This end fight is probably one of the most fun fights that I duoed in a while. It's really chaotic, the Elemental damage from the boss is actually pretty high to pose a danger, I loved to see Quench being used here. And hellball is really deadly.

    - The Healing Debuff is so high that you have to actually kill the mushroom or you are in serious trouble. I play a fleshie so I didn't see if it reduced the Healing of BFs as well. I really felt that I had to kill the mushroom or I would die pretty soon.
    - The poisonous spores are also a nice addition, making you cleanse every 30 or so seconds or the damage starts to add up.
    - The Destruction damage is similar to blueferno in MoD, which makes it kinda lame but the way you have to protect yourself was well done and clever.
    - Again, very chaotic, you have to stay on your toes.
    - Damage from the foes, on a caster with a robe, seemed maybe a bit on the high side, doing around 250 dmg per hit, but almost got through our latest run flawless. I'd tone it down a sliiiiiightly bit, it favors PRR and MRR WAY too much.



    CONS:

    These cons are THE SAME OF THE REST OF THE DUNGEON

    - Saves of foes are WAY WAY too high. I've used every possible debuff, both on trash and the boss itself, and everything was still evading EVERY SINGLE SPELL. I'm sporting a 75 Evocation DC with the debuffs. Also used Abishai Cookies, no point, they were still evading everything. Since Saves are WAY too high, trash cannot be held or CCed or danced. They need to be toned down A LOT. The same goes for Part 1 trash and bosses as well. We gain no power in this update, there is absolutely no way for me to break those saves.
    - HP of the Hezrous AND dretches AND the Goristro barbarian are TOO HIGH, again. Couple this with the high saves and it takes forever to kill them. This favors Mortal Fear weapons WAYYY too much.
    - On the Goristro Barbarian itself, this mob is just a sack of HP and Saves that poses no real threat. It is just boring, like the Gelatinous cube, the Water Elementals and many other mobs.
    - Instead of two waves with Dretches and Hezrous, I'd have liked some other mob to be honest. It felt kind of "meh".


    Now that I said it, keep on ignoring the negative reviews.
    PRo's: Sounds like a good twist for the endfight,
    Not a fan of 1k aoe instakill damage as seen posted by another poster,,
    or maybe it is intended to be a battle room for divine crusader Paladins.

    Cons:/... Dpoom...
    Wow, if that's what their saves are , then all my casters are fkd.
    may as well stop trying to do ER/TR lives to make a decent caster and go back to playing minecraft.
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

  6. #106
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by JOTMON View Post
    PRo's: Sounds like a good twist for the endfight,
    Not a fan of 1k aoe instakill damage as seen posted by another poster,,
    or maybe it is intended to be a battle room for divine crusader Paladins.

    Cons:/... Dpoom...
    Wow, if that's what their saves are , then all my casters are fkd.
    may as well stop trying to do ER/TR lives to make a decent caster and go back to playing minecraft.
    there is a way to avoid the 1K damage - just not going to post the spoiler. Group I ran with during Dev event (thanks Kookie!) stumbled upon it.

    Kobold still say Groot!

  7. #107
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    Fog of War keeps coming back in areas you have already been through-is this intentional? What is the point of a map when you can't use it because all the areas you revealed keep getting hidden again?

    Orc Trackers-loc doesn't matter, they are all throwing arrows; as was the one half-orc crossbowman I encountered, who was holding a sword and throwing arrows even though he was a crossbowman? Guessing he was confused about his role in everything.

    Ran around for oh 3 hours, never found Kelno, who I am guessing you have to find in order to get the barrier to drop for the air key. If there is supposed to be something else, like a mini boss to fight in that pit, he never spawned the whole time I was running around in circles since FoW kept coming back...So maybe Kelno did spawn but in a different area that I didn't find because my map was always showing I hadn't been anywhere...

    Earth Elementals in the earth temple seem to have a bit too many HP on EN.. Humanoids have too few hp all the way around-con isn't a dump stat!
    EN and didn't drop below 80% health in any encounter (playing a 1st life toon). NPC damage could stand to be buffed a bit.

    Rust monster boss has a bit too many hp for EN. Other mini bosses seem lacking on hp, then you run into one who seems a little too heavy in the hp category-(fire temple boss is probably the right amount but compared to earth temple boss he seems high hp).

  8. #108
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by provo13 View Post
    they are all throwing arrows; as was the one half-orc crossbowman I encountered, who was holding a sword and throwing arrows even though he was a crossbowman? Guessing he was confused about his role in everything.
    you are correct - they should be holding an arrow and throwing swords! :P

  9. #109
    Community Member Grandern_Marn's Avatar
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    Quote Originally Posted by Vargouille View Post
    FYI: I'm deeply interested in feedback on specific monsters. Especially if they are too strong, too weak, casting weird spells or attempting to throw arrows at you, that sort of thing. Knowing exactly what difficulty and level you were playing on helps a great deal (e.g. Heroic Hard vs. Epic Elite, etc.) Knowing the name of the monster and approximately where it was can help a lot as well for nailing down issues.

    Thanks!
    I sent in about 30 screen shots of different problem areas to the link in your signature.

    Beyond the images sent in, I did encounter other mobs that were throwing arrows and some mobs just standing around, I'll try to send more shots in after my next run.

    Overall I love it. Granted I am one of those players who owned the module back in the day and have been waiting with baited breath for ToEE so easy to please to be honest. I want to do what I can to help out with it though so downloaded Lamannia for the first time to do so.

    I have run through most of both adventures now with a 9th level rogue and a cleric hire. I haven't been able to work out the character transfer function so build up a 34 point character and put some +2 stat tomes and a couple +3 skill tomes on her. Assembled a nice array of gear from the dojo but could do even better with some of the random gen loot I have on my main characters.

    On the first quest with this character, I got through most of the 1st and 2nd level on Heroic Hard and stepped down to Heroic Normal after the 4 elemental fight on level 3 was really too tough. Most of the mobs were pretty easy on Heroic Normal and I would get them on 1 or 2 swings. The stone elementals were pretty monotonous on hard and less monotonous on normal, if I had better gear selection I could probably get through them quicker. (Come to think of it, I'm going to try that club that you find next time round and see how that goes)

    I don't think the water or stone elementals are too much of a problem on HH with proper technique. The fire salamanders are going to be tough on HH, I did die once there but again by running around the pool and working on them as you drink pots, the Fire Temple is doable on HH too. I think the end fight with 4 elementals, giant spider and end boss is an extreme challenge even on HH. The only way I finished it on HN this time was because Kriitch the giant spider got stuck at the pillar in the stone area.

    I worked through about half of the maps on the second quest and died at the end boss so there is still more to do. I'll post more next chance I get.
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  10. #110
    Community Member Ausdoerrt's Avatar
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    Brief feedback and suggestions:

    1) Needs more enemy variety. Part 1 is 90% human enemies, and it gets really boring to keep fighting the cultists. Where are all the orcs, bugbears, ogres, and other fun stuff? There's but a handful of them in part 1. In part 2, every location has its handful of signature enemies, but then again it's only 3-4 types in same combinations, which gets boring.

    2) Needs more encounter density: It gets really boring running through big empty rooms and corridors. There are also kind of few special encounters, and even fewer chests. E.g., in Water Node, you can swim for ages before you find anything at all.

    3) Needs more incentive for exploration: The place is big enough to justify an explorer optional, or maybe some secondary rewards for exploring the far-off portions of the map. Because often enough you'd spend lots of time and effort to reach the end of a path only to find a cool-looking room that's empty, or only has a handful of goons in it, with no special description, no loot, no nothing. Doesn't have to be "rewards raining from the sky", but some acknowledgment would go a long way to make it more interesting and also help in solving 2).


    Otherwise, I liked it, and hope to see it fixed and polished significantly before it goes live. Will definitely look forward to it.

    P.S. Tested it with a lvl6 rogue toon on Heroic Normal.
    "People are stupid; given proper motivation, almost anyone will believe almost anything. ... People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true." Terry Goodkind

  11. #111
    Community Member Wizza's Avatar
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    Quote Originally Posted by JOTMON View Post
    PRo's: Sounds like a good twist for the endfight,
    Not a fan of 1k aoe instakill damage as seen posted by another poster,,
    or maybe it is intended to be a battle room for divine crusader Paladins.
    On EE the damage is more like 5k with no save but Spell Absorp work and there is also the normal way to avoid it, don't worry.


    Quote Originally Posted by provo13 View Post
    Fog of War keeps coming back in areas you have already been through-is this intentional? What is the point of a map when you can't use it because all the areas you revealed keep getting hidden again?

    Orc Trackers-loc doesn't matter, they are all throwing arrows; as was the one half-orc crossbowman I encountered, who was holding a sword and throwing arrows even though he was a crossbowman? Guessing he was confused about his role in everything.

    Ran around for oh 3 hours, never found Kelno, who I am guessing you have to find in order to get the barrier to drop for the air key. If there is supposed to be something else, like a mini boss to fight in that pit, he never spawned the whole time I was running around in circles since FoW kept coming back...So maybe Kelno did spawn but in a different area that I didn't find because my map was always showing I hadn't been anywhere...
    Kelno is found in the western halls.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  12. #112
    Community Member Rys's Avatar
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    I will be just talking about the end fight of the part 2 because that is the thing that caught my attention (the rest is unfortunately super boring - too many dead end corridors with no purpose and red named hp sacks with no interesting abilities).

    End fight ToEE part 2:

    The DoT from spores is a nice idea, same goes for the healing debuff from Toxic mushrooms.

    Earthquake casted by Zug is a good idea as well because it makes you move the whole time and makes you think where you are going (I liked the variety of the spells that Zug uses in general).

    The destruction AoE is awesome, dont dare to nerf the damage However there are multiple safe spots at the edges of the arena and would be nice to get rid of them (but please....NO invisible walls). Spell absorption works but you get stunned for 10 seconds. Smart move, it makes me think twice if I want to just equip the SA or find the mushroom because having the aggro and being stunned for 10 secs often means death.

    The trash waves: As already said here, it would be nice to have some other mobs in the third wave because it feels a bit boring. The hezrous favor mortal fear way too much. Not sure how to fix this because how many hp each one have? 300k? If youd make them red named, it will be as terrible as the Goristro beatdown - nothing but autoattack on and afk 5 minutes. Give the mobs some interesting abilities!

    The saves of mobs need some tweaking.

    I am a bit disappointed about the difficulty. The first try was very nasty for me but once we figured out what is going on, it was easy. Not exactly the end game I was looking for :/ The problem is that it is pretty ressources intensive for casters at this moment (might be because of crazy DCs as well) so making mobs fatter isnt the solution. Adding some cool stuff like the AoE damage, healing debuff or DoT is.

    Wasnt sure if I add a video but I think it could actually help you to see how difficult/easy (considering my pretty gimped build) it is for level 32 endgame quest. Would love to see how high PRR melee builds are doing in there if anyone doesnt mind sharing.


  13. #113
    Community Member Wizza's Avatar
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    Quote Originally Posted by Rys View Post
    The destruction AoE is awesome, dont dare to nerf the damage However there are multiple safe spots at the edges of the arena and would be nice to get rid of them (but please....NO invisible walls). Spell absorption works but you get stunned for 10 seconds. Smart move, it makes me think twice if I want to just equip the SA or find the mushroom because having the aggro and being stunned for 10 secs often means death.]
    Great video, that ranger was really good.

    Another bug, besides safe spots:

    When you die, Healing debuff and Poisonous spores don't come back, they just disappear, even if the Toxic Mushroom is up.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  14. #114
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    Thanks for the vid, that looks fun on EE.

    Only did solo EH and you can ignore the poison DoT, stuns never happened, I don't remember seeing any earthquakes and stuff died so fast I never had to shelter while there were demons out and about.

  15. #115
    Developer Steelstar's Avatar
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    Hey, everyone! Thanks for checking out Temple of Elemental Evil this weekend, we've gotten some really good feedback so far. I've read through the whole thread now, and wanted to respond to a few questions/comments/concerns:

    (Some high-level stuff reported from a lot of you):
    • No, the Fog of War isn't supposed to reset when you change floors. We're looking at a fix, not sure if it'll make it in time for the next Lamannia.
    • Balance: General consensus is that Temple is too easy across most difficulties, the end fights (Falrinth and Zugg) may be a bit too hard on Heroic Normal and (possibly) Heroic Hard.
    • There are some statting issues, Vargouille is looking into those.
    • Hoping to take a look at why that Secret Door's DC is so high.
    • Nothing Ventured, Nothing Gained, Nothing is Closing the Window


    Quote Originally Posted by silisav View Post
    3rd Bug(?) Water Temple : Cube was stationary for at least a min. I took him to 30% before anything moved. Cultists were idle also
    4th Bug(?) I fought a red named Droam Vanguard alike and no chest. Then I found another 2 of these things and there was an unpickable chest.
    I'll be working a bit this week on making sure the Cube can move around the room properly, the Cultists are supposed to be idle. As for the chest, I believe that was a Random Encounter - I'll pass it along to Knockback, who's handling those. Thanks!

    Quote Originally Posted by cru121 View Post
    Considering the size and mob density, I'd expect more chests. Also, the chest loot level seemed pretty low, compared to what I recall for example from Tear of Dhakaan on live. Difficulty "felt" higher than Tear of Dhakaan, but it's hard to tell on a freshly rolled character with iconic starter gear. And buckler from hammer & chain.
    The number of chests you get varies with the Random Encounters; if you get a chance to do a second or third run, I'd be interested to see if you got similar numbers. Chest loot level is automatically determined by the CR of the quest - level 7 quests pull from the level 7 table. We can double-check that that's being done here as well.

    Quote Originally Posted by Cleanincubus View Post
    Hidden door, can't be found with 33 Search skill.
    r2 lx1912 ly2024 i20 cInside ox-0.76 oy181.71 oz-249.45 h113.9

    Temple Crossbowman was throwing knives, rather than using a crossbow. I don't recall seeing another one of him again in the quest. I might even have his name wrong (definitely *something* Crossbowman though.)
    r2 lx1912 ly2024 i20 cInside ox-90.94 oy328.32 oz-249.45 h338.9

    Fountain of Wonder is obnoxiously loud, and a horrible noise.

    Earth & Fire Affinity does far too much damage on HN (54 respective elemental damage), or really for any Heroic difficulty.

    Way too dark. The only way I can navigate some areas in the water part, is by looking at the map while moving, because I can't see in from of me.
    These are all things we're planning to take a look at soon, time permitting.

    Quote Originally Posted by Seikojin View Post
    I dunno if I added it here, but there is a severe lack of demons and undead in this quest. I know it is not finished, but I would strongly urge adding patrols of undead with demons in all the nodes and in level 3, 4, and the last fight of part 1.
    There are not an especially large number of either in the original module, either; some parts of the Temple have more of those than others, if you're sticking to the main path of the dungeon you're not likely to encounter many. A lot of our high-level content right now also focuses on Undead, so we did intentionally try to not overdo them here.

    Quote Originally Posted by The_Human_Cypher View Post
    Yes, we also noted the lack of a map in the end fight area around Zuggtmoy. This should be fixed if at all possible before going live as all quests in the game should have area maps (e.g., no more Tempest Spine sort of confusion).
    Yes, there should be a map for this area. It may not make the next Lamannia build, but it will be in before Live.

    Quote Originally Posted by Marten View Post
    there is a Orc Tracker that is dropping over and over into the water.
    In the fire temple, I think it was the east wall was not connecting to the main wall by about one set of blocks.
    Going to take a look at both of those, thanks.

    Quote Originally Posted by SisAmethyst View Post
    Like Otis the smith seem to feel a bit misplaced in the Temple entrance. I miss his background story, the entry point of this quest. In fact I miss the full village Hommlet with all the folks who are much more than they seem and all their intrigues and schemes. Some of whom have awfully nasty skeletons in their closets for the players to discover. Including the swamps and woods around. We just teleport to the entrance, but why do we go there?
    We would have loved to add Hommlet and Nulb, they're very interesting areas of the module. Given multiple years and infinite resources, it would have been fun to include them as their own areas. The reason you go to the Temple in the first place is outlined by the Gatekeepers next to the entrance; they have you looking for something. Otis is there to explain what's going on in the context of the Temple itself. (And to repair your gear! He's supposed to be a Blacksmith, right...? )

    Quote Originally Posted by SisAmethyst View Post
    From the design and layout it is like I expected it from the module, a huge playground with long corridors. From my personal taste I just would just wish the entry level would be less dark and more colorful.
    I'm generally a fan of brighter/more colorful spaces myself; in the case of this area, the current layout is a bit fancier has fewer sacrificial altars than the original module does! It's a very evil temple.

    Quote Originally Posted by Rys View Post
    I will be just talking about the end fight of the part 2 because that is the thing that caught my attention (the rest is unfortunately super boring - too many dead end corridors with no purpose and red named hp sacks with no interesting abilities).

    End fight ToEE part 2:

    The DoT from spores is a nice idea, same goes for the healing debuff from Toxic mushrooms.

    Earthquake casted by Zug is a good idea as well because it makes you move the whole time and makes you think where you are going (I liked the variety of the spells that Zug uses in general).

    The destruction AoE is awesome, dont dare to nerf the damage However there are multiple safe spots at the edges of the arena and would be nice to get rid of them (but please....NO invisible walls). Spell absorption works but you get stunned for 10 seconds. Smart move, it makes me think twice if I want to just equip the SA or find the mushroom because having the aggro and being stunned for 10 secs often means death.

    The trash waves: As already said here, it would be nice to have some other mobs in the third wave because it feels a bit boring. The hezrous favor mortal fear way too much. Not sure how to fix this because how many hp each one have? 300k? If youd make them red named, it will be as terrible as the Goristro beatdown - nothing but autoattack on and afk 5 minutes. Give the mobs some interesting abilities!

    The saves of mobs need some tweaking.

    I am a bit disappointed about the difficulty. The first try was very nasty for me but once we figured out what is going on, it was easy. Not exactly the end game I was looking for :/ The problem is that it is pretty ressources intensive for casters at this moment (might be because of crazy DCs as well) so making mobs fatter isnt the solution. Adding some cool stuff like the AoE damage, healing debuff or DoT is.

    Wasnt sure if I add a video but I think it could actually help you to see how difficult/easy (considering my pretty gimped build) it is for level 32 endgame quest. Would love to see how high PRR melee builds are doing in there if anyone doesnt mind sharing.

    • Balance is still being worked on for a lot of monsters, as Varg said earlier in the thread.
      • For both the Goristro and the Earth Elementals (from part 1), I'd like to reduce their HP but ramp up their outgoing damage considerably. They're meant to be dangerous, not HP sacks.
      • Good feedback about making them more interesting, I'll chat with Varg and see what we can do.
      • There shouldn't be any safe spots at the edges of the room, it's possible the attack doesn't reach far enough (or it's using line-of-sight from her). Either way, I'll take a look, thanks
    Last edited by Steelstar; 03-23-2015 at 07:36 AM.

  16. #116
    Community Member Wizza's Avatar
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    Quote Originally Posted by Steelstar View Post
    • For both the Goristro and the Earth Elementals (from part 1), I'd like to reduce their HP but ramp up their outgoing damage considerably. They're meant to be dangerous, not HP sacks.
    Earth Elementals already bypass displacement and hit for 250+ per hit on my Sorcerer. Their damage output is just fine, their HP is not. The same goes for the Goristro.

    But of course, with people sporting 150 PRR, their damage output is not even close. But that's a problem of PRR, not of mobs' output damage.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

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    Quote Originally Posted by Ayseifn View Post
    Only did solo EH and you can ignore the poison DoT, stuns never happened, I don't remember seeing any earthquakes and stuff died so fast I never had to shelter while there were demons out and about.
    Did anyone else find the DoT ignoreable? It shouldn't be entirely ignoreable.

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    Quote Originally Posted by Wizza View Post
    Earth Elementals already bypass displacement and hit for 250+ per hit on my Sorcerer. Their damage output is just fine, their HP is not. The same goes for the Goristro.
    The Part-1-end-fight Elementals or the Earth Temple Elementals? The endfight ones deal way more damage at the moment. (will clarify that in my post, thanks). If that damage is from the End Fight ones, I may bring the damage of the Temple ones up a bit closer.

    Either way, we're aiming to reduce their HP.

  19. #119
    Community Member Wizza's Avatar
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    Quote Originally Posted by Steelstar View Post
    Did anyone else find the DoT ignoreable? It shouldn't be entirely ignoreable.
    No, on EE it hits for 100+ per tick when stacked up to 10. The point is just that, to not make it stack up to 10 so you have to cleanse yourself when it's stacked up to 5 or 6.

    The problem with the dot is that it starts stacking up while the boss is talking, that means when the fight starts, you have already 3-4 stacks.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  20. #120
    Community Member Wizza's Avatar
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    Quote Originally Posted by Steelstar View Post
    The Part-1-end-fight Elementals or the Earth Temple Elementals? The endfight ones deal way more damage at the moment. (will clarify that in my post, thanks). If that damage is from the End Fight ones, I may bring the damage of the Temple ones up a bit closer.

    Either way, we're aiming to reduce their HP.
    Earth temple Elementals. They are the ones dealing 200+ dmg and bypass Displacement. I will run more later to give exact confirmation.

    Honestly, I don't remember the end fight ONE (why oneS? typo?) dealing more damage than the Earth temple ones. May have to run more later, maybe just my oversight.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

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