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Unread 02-27-2011, 08:19 PM   #1
Slowin

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Spent the better part of this weekend in this zone.  Its truely an amazing dungeon.  The experience gain seems about right and the difficulty is about right.  The quests are enjoyable as well.  For the most part this is a very well done zone but there is one major issue.

REWARD.  We've killed something like 10+ named in this zone and saw one exquisite chest with a decent fabled charm in it.  The rest were all legendary trash items that would only be upgrades for people severely undergeared for this zone.  The group i was in came kitted in wing 3 gear and a few fabled DoV items and we all had near 200% crit and plenty of crit mit for the mobs.  The amount of time it takes to clear the seemingly endless trash in this zone in order to secure a safe enough area to engage the named is simply not going to be worth the rewards given.  Add on top of that, that if you wipe to the named you have to figure out where he respawned at and clear another 15+ trash mobs to try it again.  

Each named should drop guaranteed fabled + legendary, at least 1 primal velium shard, and one of the jewels needed for the heroic focus effect armor (though my guess is most the people clearing this zone will have some raid equipment already since its a pretty tough zone... but would give lesser geared players even more reason to go here.. as it is there is what, one mission that awards ONE velium shard?  Why would people want to spend time in here for mediocre legendary rewards and no velium shards)

I simply do not foresee ever coming back here except perhaps on alts to grind out some AA with a group if we're not guaranteed any useful reward for the large amount of time spent.  It takes at least an hour to clear into this zone and  kill a few names even if you do get all of the portal access.

Speaking of portal access, perhaps we aren't far enough into the quest yet (only opened up the initial 4 portals so far), but there is no portal from the entrance of the zone to the hypogenum.  There really should be a portal there for anyone that has gone through the trouble of completing that questline.

Anyway, thats bout all i got for now.  Again i will reiterate that this zone is AMAZING and i really want it to be worth going to.. but i am afraid if the chance at decent loot stays as is i fear it will go heavily unused. 

Oh also PLEASE add a random chance at fabled loot from the trash.  All they drop are masters.. it would make the tedious job of clearing all of the trash mobs more bearable at the AA cap if there was a chance at something useful dropping (masters really just aren't at this point in the expansion for alot of people.. which is all that drops from trash)

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Unread 02-28-2011, 02:58 PM   #2
Kander

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Slowin wrote:

Spent the better part of this weekend in this zone.  Its truely an amazing dungeon.  The experience gain seems about right and the difficulty is about right.  The quests are enjoyable as well.  For the most part this is a very well done zone but there is one major issue.

REWARD.  We've killed something like 10+ named in this zone and saw one exquisite chest with a decent fabled charm in it.  The rest were all legendary trash items that would only be upgrades for people severely undergeared for this zone.  The group i was in came kitted in wing 3 gear and a few fabled DoV items and we all had near 200% crit and plenty of crit mit for the mobs.  The amount of time it takes to clear the seemingly endless trash in this zone in order to secure a safe enough area to engage the named is simply not going to be worth the rewards given.  Add on top of that, that if you wipe to the named you have to figure out where he respawned at and clear another 15+ trash mobs to try it again.  

Each named should drop guaranteed fabled + legendary, at least 1 primal velium shard, and one of the jewels needed for the heroic focus effect armor (though my guess is most the people clearing this zone will have some raid equipment already since its a pretty tough zone... but would give lesser geared players even more reason to go here.. as it is there is what, one mission that awards ONE velium shard?  Why would people want to spend time in here for mediocre legendary rewards and no velium shards)

I simply do not foresee ever coming back here except perhaps on alts to grind out some AA with a group if we're not guaranteed any useful reward for the large amount of time spent.  It takes at least an hour to clear into this zone and  kill a few names even if you do get all of the portal access.

Speaking of portal access, perhaps we aren't far enough into the quest yet (only opened up the initial 4 portals so far), but there is no portal from the entrance of the zone to the hypogenum.  There really should be a portal there for anyone that has gone through the trouble of completing that questline.

Anyway, thats bout all i got for now.  Again i will reiterate that this zone is AMAZING and i really want it to be worth going to.. but i am afraid if the chance at decent loot stays as is i fear it will go heavily unused. 

Oh also PLEASE add a random chance at fabled loot from the trash.  All they drop are masters.. it would make the tedious job of clearing all of the trash mobs more bearable at the AA cap if there was a chance at something useful dropping (masters really just aren't at this point in the expansion for alot of people.. which is all that drops from trash)

I will speak to the loot gods and see what can be done. Thank you for the feedback, I appreciate it!

There is a portal in the Hypogeum, I am unsure when it gets activated.

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Unread 02-28-2011, 03:45 PM   #3
Leovinus

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Kander wrote:

Slowin wrote:

Spent the better part of this weekend in this zone.  Its truely an amazing dungeon.  The experience gain seems about right and the difficulty is about right.  The quests are enjoyable as well.  For the most part this is a very well done zone but there is one major issue.

REWARD.  We've killed something like 10+ named in this zone and saw one exquisite chest with a decent fabled charm in it.  The rest were all legendary trash items that would only be upgrades for people severely undergeared for this zone.  The group i was in came kitted in wing 3 gear and a few fabled DoV items and we all had near 200% crit and plenty of crit mit for the mobs.  The amount of time it takes to clear the seemingly endless trash in this zone in order to secure a safe enough area to engage the named is simply not going to be worth the rewards given.  Add on top of that, that if you wipe to the named you have to figure out where he respawned at and clear another 15+ trash mobs to try it again.  

Each named should drop guaranteed fabled + legendary, at least 1 primal velium shard, and one of the jewels needed for the heroic focus effect armor (though my guess is most the people clearing this zone will have some raid equipment already since its a pretty tough zone... but would give lesser geared players even more reason to go here.. as it is there is what, one mission that awards ONE velium shard?  Why would people want to spend time in here for mediocre legendary rewards and no velium shards)

I simply do not foresee ever coming back here except perhaps on alts to grind out some AA with a group if we're not guaranteed any useful reward for the large amount of time spent.  It takes at least an hour to clear into this zone and  kill a few names even if you do get all of the portal access.

Speaking of portal access, perhaps we aren't far enough into the quest yet (only opened up the initial 4 portals so far), but there is no portal from the entrance of the zone to the hypogenum.  There really should be a portal there for anyone that has gone through the trouble of completing that questline.

Anyway, thats bout all i got for now.  Again i will reiterate that this zone is AMAZING and i really want it to be worth going to.. but i am afraid if the chance at decent loot stays as is i fear it will go heavily unused. 

Oh also PLEASE add a random chance at fabled loot from the trash.  All they drop are masters.. it would make the tedious job of clearing all of the trash mobs more bearable at the AA cap if there was a chance at something useful dropping (masters really just aren't at this point in the expansion for alot of people.. which is all that drops from trash)

I will speak to the loot gods and see what can be done. Thank you for the feedback, I appreciate it!

There is a portal in the Hypogeum, I am unsure when it gets activated.

To clarify, are you saying that there is a portal to the Hypogeum from the front door, or that there is a portal in the Hypogeum to other points in the zone?  Because the latter is the way it is now (at least so far as I've gotten, with 3 of 4 initial portal quests done).  There should be a way to get to the Hypogeum without 1) suiciding, or 2) getting a whole group to fight down there every time you want to pick up a fresh war rune.

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Unread 02-28-2011, 03:49 PM   #4
Kander

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Leovinus wrote:

Kander wrote:

Slowin wrote:

Spent the better part of this weekend in this zone.  Its truely an amazing dungeon.  The experience gain seems about right and the difficulty is about right.  The quests are enjoyable as well.  For the most part this is a very well done zone but there is one major issue.

REWARD.  We've killed something like 10+ named in this zone and saw one exquisite chest with a decent fabled charm in it.  The rest were all legendary trash items that would only be upgrades for people severely undergeared for this zone.  The group i was in came kitted in wing 3 gear and a few fabled DoV items and we all had near 200% crit and plenty of crit mit for the mobs.  The amount of time it takes to clear the seemingly endless trash in this zone in order to secure a safe enough area to engage the named is simply not going to be worth the rewards given.  Add on top of that, that if you wipe to the named you have to figure out where he respawned at and clear another 15+ trash mobs to try it again.  

Each named should drop guaranteed fabled + legendary, at least 1 primal velium shard, and one of the jewels needed for the heroic focus effect armor (though my guess is most the people clearing this zone will have some raid equipment already since its a pretty tough zone... but would give lesser geared players even more reason to go here.. as it is there is what, one mission that awards ONE velium shard?  Why would people want to spend time in here for mediocre legendary rewards and no velium shards)

I simply do not foresee ever coming back here except perhaps on alts to grind out some AA with a group if we're not guaranteed any useful reward for the large amount of time spent.  It takes at least an hour to clear into this zone and  kill a few names even if you do get all of the portal access.

Speaking of portal access, perhaps we aren't far enough into the quest yet (only opened up the initial 4 portals so far), but there is no portal from the entrance of the zone to the hypogenum.  There really should be a portal there for anyone that has gone through the trouble of completing that questline.

Anyway, thats bout all i got for now.  Again i will reiterate that this zone is AMAZING and i really want it to be worth going to.. but i am afraid if the chance at decent loot stays as is i fear it will go heavily unused. 

Oh also PLEASE add a random chance at fabled loot from the trash.  All they drop are masters.. it would make the tedious job of clearing all of the trash mobs more bearable at the AA cap if there was a chance at something useful dropping (masters really just aren't at this point in the expansion for alot of people.. which is all that drops from trash)

I will speak to the loot gods and see what can be done. Thank you for the feedback, I appreciate it!

There is a portal in the Hypogeum, I am unsure when it gets activated.

To clarify, are you saying that there is a portal to the Hypogeum from the front door, or that there is a portal in the Hypogeum to other points in the zone?  Because the latter is the way it is now (at least so far as I've gotten, with 3 of 4 initial portal quests done).  There should be a way to get to the Hypogeum without 1) suiciding, or 2) getting a whole group to fight down there every time you want to pick up a fresh war rune.

Agreed. I will take a look at it.

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Unread 02-28-2011, 04:44 PM   #5
Divakitten

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Slowin's assessment is about right. We killed several named in there during the "loot promotion" on Sunday and we still didn't even get a fabled item to drop. 

The mechanic where the named reset on a failed pull was EXTREMELY frustrating. Clearing that much trash to get to a named only to have to start over in a different area really sucked the fun out of the experience. It didn't help at all that, when finally able to kill the named, it would only drop legendary gear.

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Unread 02-28-2011, 04:49 PM   #6
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Divakitten wrote:

Slowin's assessment is about right. We killed several named in there during the "loot promotion" on Sunday and we still didn't even get a fabled item to drop. 

The mechanic where the named reset on a failed pull was EXTREMELY frustrating. Clearing that much trash to get to a named only to have to start over in a different area really sucked the fun out of the experience. It didn't help at all that, when finally able to kill the named, it would only drop legendary gear.

Yup, we are working on it! Should have some progress very soon! We wont let it sit!

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Unread 02-28-2011, 04:58 PM   #7
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I agree with the above feedback.

I don't want the zone to be made any easier. I would just like to see better rewards for the difficulty of the zone in current state.

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Unread 02-28-2011, 06:50 PM   #8
Slowin

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Speaking of the named, i have some feedback regarding a few of them that we tried killing.. unfortunately i cannot remember the names of them off the top of my head but i will describe them best i can.

Named in the throne room area (where king tormax would be) which has two "immunis" adds.  He seems to randomly silence people (no debuff or detriment icon associated with it that i have seen) and will periodically red emote that he is turning his attention towards a player in the group and subsequently spawn a red vortex like thing.  We mezzed his adds and killed him, but then when we started to work on bringing the adds down, we realized it was futile since they literally had like a billion hp.  It would have taken us something like an hour to kill them (we had 140kish dps and several minutes of wailing on one of the immunis mobs had it down to 96%).  Perhaps we are missing something with this fight.. we pulled him a few other times seeing if we could somehow use the red vortex's the named spawns to make the immunis adds killable but to no avail.

In this same area there is another named which spawns bubble adds, has a knockback, and a curse.  Pretty much just ignored those adds, i wasn't sure what they were even doing and just killed named.  However, when this named was at his spawnpoint next to the throne, our tank pulled and feigned death and he respawned at the same spot, but there were two of him.  We pulled again and got both, but wiped, and he respawned again in the same spot but was back down to one (not sure if the second spawned elsewhere, we didn't explore around to check).

Another name that was problematic was in the Ice Shard keep section of the zone.  Again i can't remember his name, but he was relatively easy (aside from having a crapload of hp.. we had done ~34 million damage (though a small portion of this was due to the adds he spawns by the time he was down to 25%).  I don't remember exact percentages, but i'll say roughly around 75% he spawned a yellow allectus add giant... if left up too long it will get the strength in numbers buff.  This wasn't a problem we just burned it down and resumed.  Then at 50% he spawns a higher level giant add (orange con this time) and we burned that down.  Then at 25% he spawned 2 of these higher level allectus giants.  With the 2 adds combined + named, our tank was instantly one shotted (something i suppose would be easier to prevent if we had been expecting it, but we did not feel compelled to reclear the 25+ giants in this tightly packed area for a chance at some mediocre legendary gear ) Its also very difficult to get a target on these adds since they literally spawn directly inside of the named.. i didn't even realize there were 2 adds until the tank died (~2 seconds after they spawned) and they separated onto various group members and killed us.  Not sure anything needs to be changed with this fight, but would be nice if the adds didn't spawn exactly inside of each other (and inside of the named).

Finally, the last named we had troubles with was in old kael.  He was found in the area where you take the lift up and in a room near where the portal for this part of the zone is.  He had a large knockup which he used once at the beginning of the fight, and then he just spammed an incurable elemental which does crushing damage and makes you immune to beneficial spells if you're within 10 meters.  He also seems to memwipe constantly.  We really had no idea what was going on with this fight and I'm surprised we killed him since our tank was immune to beneficial spells at least half the time. It was even more problematic since his aggro was bouncing around so randomly it was quite tough to avoid the elemental debuff from going on healers and everyone else as well.  Again, its possible we're just missing something about this fight, but there was nothing obvious to me via a buff on the mob or the description of his debuff as to what we were supposed to do to kill it other than brute force it.

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Unread 02-28-2011, 06:55 PM   #9
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Personally, I didn't have a problem with the loot drops.  I'm not sure how much better you can really make that stuff before hitting x2 and ez-mode x4 quality...

My suggestion instead would be to make the statue quests repeatable, and give us the option to pick another reward for them in addition to (or instead of) the shard...similar to the rewards for the public quests. 

Also, it would be nice if you could grind out Ry'gor and Thurgadin faction more quickly there.  And as I posted in beta a few times, I'd love to see a flying mount drop somewhere in there (if one doesn't already).

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Unread 02-28-2011, 07:02 PM   #10
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Quabi@Antonia Bayle wrote:

Personally, I didn't have a problem with the loot drops.  I'm not sure how much better you can really make that stuff before hitting x2 and ez-mode x4 quality...

My suggestion instead would be to make the statue quests repeatable, and give us the option to pick another reward for them in addition to (or instead of) the shard...similar to the rewards for the public quests. 

Also, it would be nice if you could grind out Ry'gor and Thurgadin faction more quickly there.  And as I posted in beta a few times, I'd love to see a flying mount drop somewhere in there (if one doesn't already).

The quality of the fabled loot seems fine (only got one item however).  Its the rate at which it drops vs. the difficulty of this zone which is the issue.  Perhaps 100% fabled drop rate is excessive, but if you kill 3-5 named in here you should be getting at least a couple of fabled items.. so 50%+ minimum and add shards to the chests as well.

5 faction points per kill does seem a little low to me as well.

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Unread 02-28-2011, 07:05 PM   #11
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Slowin wrote:

The quality of the fabled loot seems fine (only got one item however).  Its the rate at which it drops vs. the difficulty of this zone which is the issue.  Perhaps 100% fabled drop rate is excessive, but if you kill 3-5 named in here you should be getting at least a couple of fabled items.. so 50%+ minimum and add shards to the chests as well.

All of the loot is tradable though, so it seems like if you make the drop rate too high, you'll flood the market with those items, and everyone will have KD fabled if they want it, which is better than most/all the other heroic loot, heh.

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Unread 02-28-2011, 07:45 PM   #12
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Slowin wrote:

Speaking of the named, i have some feedback regarding a few of them that we tried killing.. unfortunately i cannot remember the names of them off the top of my head but i will describe them best i can.

Named in the throne room area (where king tormax would be) which has two "immunis" adds.  He seems to randomly silence people (no debuff or detriment icon associated with it that i have seen) and will periodically red emote that he is turning his attention towards a player in the group and subsequently spawn a red vortex like thing.  We mezzed his adds and killed him, but then when we started to work on bringing the adds down, we realized it was futile since they literally had like a billion hp.  It would have taken us something like an hour to kill them (we had 140kish dps and several minutes of wailing on one of the immunis mobs had it down to 96%).  Perhaps we are missing something with this fight.. we pulled him a few other times seeing if we could somehow use the red vortex's the named spawns to make the immunis adds killable but to no avail.

This is a bug, I just fixed it. Adds should not have that many HP.

In this same area there is another named which spawns bubble adds, has a knockback, and a curse.  Pretty much just ignored those adds, i wasn't sure what they were even doing and just killed named.  However, when this named was at his spawnpoint next to the throne, our tank pulled and feigned death and he respawned at the same spot, but there were two of him.  We pulled again and got both, but wiped, and he respawned again in the same spot but was back down to one (not sure if the second spawned elsewhere, we didn't explore around to check).

Another name that was problematic was in the Ice Shard keep section of the zone.  Again i can't remember his name, but he was relatively easy (aside from having a crapload of hp.. we had done ~34 million damage (though a small portion of this was due to the adds he spawns by the time he was down to 25%).  I don't remember exact percentages, but i'll say roughly around 75% he spawned a yellow allectus add giant... if left up too long it will get the strength in numbers buff.  This wasn't a problem we just burned it down and resumed.  Then at 50% he spawns a higher level giant add (orange con this time) and we burned that down.  Then at 25% he spawned 2 of these higher level allectus giants.  With the 2 adds combined + named, our tank was instantly one shotted (something i suppose would be easier to prevent if we had been expecting it, but we did not feel compelled to reclear the 25+ giants in this tightly packed area for a chance at some mediocre legendary gear ) Its also very difficult to get a target on these adds since they literally spawn directly inside of the named.. i didn't even realize there were 2 adds until the tank died (~2 seconds after they spawned) and they separated onto various group members and killed us.  Not sure anything needs to be changed with this fight, but would be nice if the adds didn't spawn exactly inside of each other (and inside of the named).

This is random. You got RNG'ed. You kind of need to move him around a bit.

Finally, the last named we had troubles with was in old kael.  He was found in the area where you take the lift up and in a room near where the portal for this part of the zone is.  He had a large knockup which he used once at the beginning of the fight, and then he just spammed an incurable elemental which does crushing damage and makes you immune to beneficial spells if you're within 10 meters.  He also seems to memwipe constantly.  We really had no idea what was going on with this fight and I'm surprised we killed him since our tank was immune to beneficial spells at least half the time. It was even more problematic since his aggro was bouncing around so randomly it was quite tough to avoid the elemental debuff from going on healers and everyone else as well.  Again, its possible we're just missing something about this fight, but there was nothing obvious to me via a buff on the mob or the description of his debuff as to what we were supposed to do to kill it other than brute force it.

The incurable was a Bug, fixed soon. He hate shuffles every 45 to 60 seconds.

Loot is being adjusted a bit. Fableds are coming up in drop rates a bit. Shards are being added, but 100%. A few other things are being added.

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Unread 02-28-2011, 07:59 PM   #13
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Really appreciate the dialogue here and happy to see some of these changes happening so quickly!  Thanks SMILEY

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Unread 02-28-2011, 08:02 PM   #14
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Quabi@Antonia Bayle wrote:

Personally, I didn't have a problem with the loot drops.  I'm not sure how much better you can really make that stuff before hitting x2 and ez-mode x4 quality...

My suggestion instead would be to make the statue quests repeatable, and give us the option to pick another reward for them in addition to (or instead of) the shard...similar to the rewards for the public quests. 

Also, it would be nice if you could grind out Ry'gor and Thurgadin faction more quickly there.  And as I posted in beta a few times, I'd love to see a flying mount drop somewhere in there (if one doesn't already).

Legendary loot is coming up a bit in quality, the fabled a tiny bit. Drops a tiny bit, nothing crazy drastic.

Making the statue quests repeatable is not the worst idea. I had originally intended that. I would have to make them once a day or something though. Let me noodle that one a bit.

The factions are low right now for a reason. We want these factions to matter, you can buy nice stuff with them.

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Unread 02-28-2011, 08:03 PM   #15
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Kander wrote:

Slowin wrote:

Speaking of the named, i have some feedback regarding a few of them that we tried killing.. unfortunately i cannot remember the names of them off the top of my head but i will describe them best i can.

Named in the throne room area (where king tormax would be) which has two "immunis" adds.  He seems to randomly silence people (no debuff or detriment icon associated with it that i have seen) and will periodically red emote that he is turning his attention towards a player in the group and subsequently spawn a red vortex like thing.  We mezzed his adds and killed him, but then when we started to work on bringing the adds down, we realized it was futile since they literally had like a billion hp.  It would have taken us something like an hour to kill them (we had 140kish dps and several minutes of wailing on one of the immunis mobs had it down to 96%).  Perhaps we are missing something with this fight.. we pulled him a few other times seeing if we could somehow use the red vortex's the named spawns to make the immunis adds killable but to no avail.

This is a bug, I just fixed it. Adds should not have that many HP.

In this same area there is another named which spawns bubble adds, has a knockback, and a curse.  Pretty much just ignored those adds, i wasn't sure what they were even doing and just killed named.  However, when this named was at his spawnpoint next to the throne, our tank pulled and feigned death and he respawned at the same spot, but there were two of him.  We pulled again and got both, but wiped, and he respawned again in the same spot but was back down to one (not sure if the second spawned elsewhere, we didn't explore around to check).

Another name that was problematic was in the Ice Shard keep section of the zone.  Again i can't remember his name, but he was relatively easy (aside from having a crapload of hp.. we had done ~34 million damage (though a small portion of this was due to the adds he spawns by the time he was down to 25%).  I don't remember exact percentages, but i'll say roughly around 75% he spawned a yellow allectus add giant... if left up too long it will get the strength in numbers buff.  This wasn't a problem we just burned it down and resumed.  Then at 50% he spawns a higher level giant add (orange con this time) and we burned that down.  Then at 25% he spawned 2 of these higher level allectus giants.  With the 2 adds combined + named, our tank was instantly one shotted (something i suppose would be easier to prevent if we had been expecting it, but we did not feel compelled to reclear the 25+ giants in this tightly packed area for a chance at some mediocre legendary gear ) Its also very difficult to get a target on these adds since they literally spawn directly inside of the named.. i didn't even realize there were 2 adds until the tank died (~2 seconds after they spawned) and they separated onto various group members and killed us.  Not sure anything needs to be changed with this fight, but would be nice if the adds didn't spawn exactly inside of each other (and inside of the named).

This is random. You got RNG'ed. You kind of need to move him around a bit.

Finally, the last named we had troubles with was in old kael.  He was found in the area where you take the lift up and in a room near where the portal for this part of the zone is.  He had a large knockup which he used once at the beginning of the fight, and then he just spammed an incurable elemental which does crushing damage and makes you immune to beneficial spells if you're within 10 meters.  He also seems to memwipe constantly.  We really had no idea what was going on with this fight and I'm surprised we killed him since our tank was immune to beneficial spells at least half the time. It was even more problematic since his aggro was bouncing around so randomly it was quite tough to avoid the elemental debuff from going on healers and everyone else as well.  Again, its possible we're just missing something about this fight, but there was nothing obvious to me via a buff on the mob or the description of his debuff as to what we were supposed to do to kill it other than brute force it.

The incurable was a Bug, fixed soon. He hate shuffles every 45 to 60 seconds.

Loot is being adjusted a bit. Fableds are coming up in drop rates a bit. Shards are being added, but 100%. A few other things are being added.

Edit here. Shards are being added to Kael Drakkel contested bosses, but NOT 100% drop. /sails away on the failboat.

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Unread 02-28-2011, 08:09 PM   #16
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Kander wrote:

Loot is being adjusted a bit. Fableds are coming up in drop rates a bit. Shards are being added, but 100%. A few other things are being added.

Did you mean "but not 100%" here?

Edit: Grumble, you beat me to it. I blame the forum software! D:

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Unread 02-28-2011, 09:44 PM   #17
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Just a quick suggestion, Since people are going to be going to the Hypogeum constantly for War Runes. Could you get rid of the see invis mobs just on the way to the Hypogeum?

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Unread 02-28-2011, 09:47 PM   #18
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Corydonn wrote:

Just a quick suggestion, Since people are going to be going to the Hypogeum constantly for War Runes. Could you get rid of the see invis mobs just on the way to the Hypogeum?

I would much rather reward the people who are doing the content and make an earned teleport straight to the Hypogeum after completing X amount of quests.

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Unread 02-28-2011, 10:01 PM   #19
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That works even better!

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Unread 02-28-2011, 11:33 PM   #20
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Kander wrote:

Corydonn wrote:

Just a quick suggestion, Since people are going to be going to the Hypogeum constantly for War Runes. Could you get rid of the see invis mobs just on the way to the Hypogeum?

I would much rather reward the people who are doing the content and make an earned teleport straight to the Hypogeum after completing X amount of quests.

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Unread 03-01-2011, 05:51 PM   #21
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Kander wrote:

Quabi@Antonia Bayle wrote:

Personally, I didn't have a problem with the loot drops.  I'm not sure how much better you can really make that stuff before hitting x2 and ez-mode x4 quality...

My suggestion instead would be to make the statue quests repeatable, and give us the option to pick another reward for them in addition to (or instead of) the shard...similar to the rewards for the public quests. 

Also, it would be nice if you could grind out Ry'gor and Thurgadin faction more quickly there.  And as I posted in beta a few times, I'd love to see a flying mount drop somewhere in there (if one doesn't already).

Legendary loot is coming up a bit in quality, the fabled a tiny bit. Drops a tiny bit, nothing crazy drastic.

Making the statue quests repeatable is not the worst idea. I had originally intended that. I would have to make them once a day or something though. Let me noodle that one a bit.

The factions are low right now for a reason. We want these factions to matter, you can buy nice stuff with them.

I agree on the faction wanting to matter, but 5 per mob in Kael is a bit low. Any way we could get 10 or 15 per mob. Thats still very low but gives a scense of progress on it when grinding?

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Unread 03-01-2011, 06:39 PM   #22
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I'm fine with the current faction rate if there are other reasons to go there (aside from AA).  I earned around 4500-5000 total faction there in a few long play sessions (combined) /shrug

EDIT: I mean the faction is fine as a side bonus, but no one is going to go there for the purpose of grinding faction in its current state.  They'll just do PQs and other daily quests for a much better return on their time.

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Unread 03-01-2011, 06:50 PM   #23
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Quabi@Antonia Bayle wrote:

I'm fine with the current faction rate if there are other reasons to go there (aside from AA).  I earned around 4500-5000 total faction there in a few long play sessions (combined) /shrug

EDIT: I mean the faction is fine as a side bonus, but no one is going to go there for the purpose of grinding faction in its current state.  They'll just do PQs and other daily quests for a much better return on their time.

no but it would be nice for 10 or 15 not a huge gain but some progress. I mean still take tons time to grind that faction at 10 or 15.

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Unread 03-02-2011, 12:19 AM   #24
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Are there more quests to be done in there after unlocking all the teleporters/inner temple and freeing the orc slaves? ( not including the statue/shard ones )

It was fun doing those quests but it feels like there should be more since the zone is so huge.

Also I would have liked to get a whole set of armor from questing in there, the 4 pieces I picked up along the way were nice.

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Unread 03-02-2011, 05:35 AM   #25
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ffd700 wrote:

Are there more quests to be done in there after unlocking all the teleporters/inner temple and freeing the orc slaves? ( not including the statue/shard ones )

It was fun doing those quests but it feels like there should be more since the zone is so huge.

Also I would have liked to get a whole set of armor from questing in there, the 4 pieces I picked up along the way were nice.

Yup, there are more quests. POI quests, dropped quests, hidden quests... There are some pretty cool hidden quests.

I made the Statue or POI quests repeatable, that should hopefully go in Thursday.  Also added some faction to those repeatable.

Faction hits are not coming up but there will be some additional ways to get it soon.

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Unread 03-02-2011, 05:37 AM   #26
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Kander wrote:

Corydonn wrote:

Just a quick suggestion, Since people are going to be going to the Hypogeum constantly for War Runes. Could you get rid of the see invis mobs just on the way to the Hypogeum?

I would much rather reward the people who are doing the content and make an earned teleport straight to the Hypogeum after completing X amount of quests.

I put in the zone-in to Hypogeum teleport, should be in on Thursday assuming there will be a hotfix. Did not get done in time for tomorrow's. Requires a few quests to use.

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Unread 03-02-2011, 01:36 PM   #27
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I must say that I'm disappointed because it seems so Kael is designed as an elite dungeon. Only yellow mobs with wide aggro range and crazy AEs.

Successfully contested dungeons from the past, full of people, weren't designed as elite dungeons. I guess this Kael will end up as a mostly empty dungeon where only some groups of the best players will occasionally play. There will be no contest. If the game would have two contested dungeons then it would be ok but it's the only one and it's absolutely not designed for the masses. A few will like it but in general this design is a failure.

Just my 2 cents.

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Unread 03-02-2011, 10:51 PM   #28
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Soldancer wrote:

I must say that I'm disappointed because it seems so Kael is designed as an elite dungeon. Only yellow mobs with wide aggro range and crazy AEs.

Successfully contested dungeons from the past, full of people, weren't designed as elite dungeons. I guess this Kael will end up as a mostly empty dungeon where only some groups of the best players will occasionally play. There will be no contest. If the game would have two contested dungeons then it would be ok but it's the only one and it's absolutely not designed for the masses. A few will like it but in general this design is a failure.

Just my 2 cents.

Sadly, I agree (and this coming as someone who can and may make use of it), even brought it up in beta.  But that's long after the design is set, so there wasn't anything going to change at that point.

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Unread 03-03-2011, 10:18 AM   #29
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Leovinus wrote:

Soldancer wrote:

I must say that I'm disappointed because it seems so Kael is designed as an elite dungeon. Only yellow mobs with wide aggro range and crazy AEs.

Successfully contested dungeons from the past, full of people, weren't designed as elite dungeons. I guess this Kael will end up as a mostly empty dungeon where only some groups of the best players will occasionally play. There will be no contest. If the game would have two contested dungeons then it would be ok but it's the only one and it's absolutely not designed for the masses. A few will like it but in general this design is a failure.

Just my 2 cents.

Sadly, I agree (and this coming as someone who can and may make use of it), even brought it up in beta.  But that's long after the design is set, so there wasn't anything going to change at that point.

         I disagree and think it's the other way around. Contestant Dungeens weren't so difficult as they used to be in Expansions like KOS.

People just had the idea of going into a contestant  dungeons killing all content in a day or two and in the best case scenario get a back full of Fabled legendary items.

Also it seems casuals doesn't get or understanding what progression actually means.

These zone actually is suppose to be the end of the  progression path, unless you do raids.

For these you should have the best legendary/ fabled items available from lesser zones.

Secondary it challenges forces people to read buffs on mobs and think strategical so yes it's not cake walk.

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Unread 03-03-2011, 09:32 PM   #30
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Noob1974 wrote:

These zone actually is suppose to be the end of the  progression path, unless you do raids.

For these you should have the best legendary/ fabled items available from lesser zones.

This would mean the zone is designed for a very small fraction of players, the very best instance players who don't want to raid. What a waste of ressources.

I made a longer EQ2 pause and one of the main reason to come back was that I heard about a big contested dungeon. We all had a hell of fun in Sanctum of Scaleborn and Palace of Awakened. Later Catacombs, Kaladim and Castle Mistmore were also good.

But after this only disasters, especially The Hole with a faction system which allowed to make all trash non-aggro. Now the disaster continues with an empty dungeon for bored raiders.Yesterday I was in there with a group of raiders of my guild and we were the only ones. I guess I can forget my hope for a renaissance of contested dungeon fun.

What's really bad for Kael is the porter network: It allows fast named hopping what will result in zero master droprates and worthless gear, same happened in The Hole.

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