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#1 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() Welcome to Wurmbone's End! Deep within the Skyfire Mountains, live the Ashlok, a race of Neanderthal wurm hunters who will eat pretty much anything, including you! Please feel free to leave constructive feedback here for Wurmbone Gulch!
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#2 |
Loremaster
Join Date: Jul 2006
Posts: 2
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![]() ive been looking for this zone in and cant seem to find it? |
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#3 |
Lord
Join Date: Feb 2011
Posts: 51
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![]() he hide it well, that's for sure, when I found it I was like "Wow over here?"
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Ucala-yea I know Gnomes are the Superior Race **Dev confirmed** |
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#4 |
Loremaster
Join Date: Dec 2004
Posts: 359
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![]() Where are the Wurmbone zones located in Skyfire? |
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 671
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![]() SgtPmpkn wrote:
I searched last night and wasn't able to find them. They aren't on the JW map at all. |
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#6 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() The zone in is off the coast of Danak, in Jarsath. You currently need to fly there. We'll have teleports or flying mounts there soon. We are also adding a bell to Jarsath.
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#7 |
Loremaster
Join Date: Nov 2004
Posts: 671
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![]() Kander wrote:
Will there be something similar for chelsith? I found it no problem but others may not as easily. |
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#8 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() melaine_dvarvensplitter wrote:
There will be, yes.
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#9 |
Loremaster
Join Date: Nov 2004
Posts: 671
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![]() Kander you sir will make a lot of people happy |
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#10 |
Loremaster
Join Date: Jan 2010
Posts: 96
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Sends a 2 human player group to seperate instances still.
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#11 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() ArtemisClyde wrote: Sends a 2 human player group to seperate instances still. How exactly did you zone in? Need more info please.
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#12 |
Loremaster
Join Date: Jan 2010
Posts: 96
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2 player group, hit (advanced solo), it zoned us both (you lead your group into wurmbones end...) but sent each of us into our own seperate instance. not sure how else i could describe it =/
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#13 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() ArtemisClyde wrote: 2 player group, hit (advanced solo), it zoned us both (you lead your group into wurmbones end...) but sent each of us into our own seperate instance. not sure how else i could describe it =/ I think we got the problem. Thanks!
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#14 |
Loremaster
Join Date: Nov 2004
Posts: 116
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![]() Tested this a couple of days ago. Here is how I feel about the zone... Tested at level 95 with fully raid geared Wizard. 09:20:55 a Devourite Protector's Blood Claws hits YOU for 9861 slashing damage.09:20:55 YOUR Magi's Shielding absorbs 2270 points of damage from being done to YOURSELF.09:20:55 a Devourite Protector hits YOU for 5373 slashing damage.09:20:55 a Devourite Protector multi attacks YOU for 14415 slashing damage.09:20:58 a Devourite Protector's Blood Claws hits YOU for 8899 slashing damage.09:20:59 a Devourite Protector hits YOU for 17048 slashing damage.09:20:59 a Devourite Protector has killed you.I think the above data shows that certain NPCs in this zone are incredibly overpowered. For something that is supposed to be soloable, the amount of damage this NPC inflicted on me was enough to kill me in only 4 seconds. The Blood Claws spell used by many NPCs in here is overpowered. Its damage is extremely high, hard to mitigate, the damage grows with each tick, and worst of all it is re-applied the very instant you try to use a cure potion. I kept getting random teleports while in here, possibly from the werewolf type NPCs. It is very disorienting and annoying. I got teleported behind some objects and had to port out because I got stuck. With res effects on, NPCs stoneskin all damage. This is very annoying and wastes tons of time by forcing me to sit around and wait for my res effects to fade. Shouldn't be this easy to die in solo content. I did succeed in clearing the zone but it was pull-my-hair-out frustrating. I rate this zone as overpowered and underrewarding - very useless zone as-is. EXP should be increased significantly and NPC difficulty needs to be brought in line. |
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#15 |
Loremaster
Join Date: Dec 2004
Posts: 814
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![]() Good idea to have a really hard solo instance. Make it harder! People will get gear eventually and be able to get thru it just fine. Gives them a progression as individuals, a personal goal, much in the same way guilds progress. |
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#16 |
Loremaster
Join Date: Nov 2004
Posts: 116
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![]() ZUES, what would be the point of the zone then? The zone needs to have a reason for people to go there.
Why then should it be super hard? There would be ZERO reason to ever go there. The zone should be do-able in gear that is worse than what drops in here. That way people can actually run the zone and get gear - that is progress. It is already nearly impossible to do this zone. Why on earth should it be harder? At 95 with full raid gear, it was very hard for me; none of the items that drop in there are useful to me, there is no significant coin to be had, and without the need for EXP there is no point to the zone. It is people like you who are always saying to make things harder who are responsible for these kinds of overpowered things, and the fact that POW is 1.5 years old and still uncleared by most guilds worldwide. This zone is TOO hard, it does NOT need to be made harder. It needs its difficulty vastly reduced. Solo zones should not have NPCs killing fully raid geared players in 4 seconds. |
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#17 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() NG23985_01 wrote:
Ive adjusted the Blood Claws spell, I will look at the blink. Thanks
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#18 |
Tester
Join Date: Nov 2004
Posts: 420
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You complain about them Melee'ing you NG23985_01, but you are a wizard, you aren't supposed to be in melee. You have encounter snares, roots, stuns, even a mez. Deal with mobs in the fashion appropriate to your class, I will go up in their face and trade blow for blow, you should be killing them at a distance. Blood claws was fairly brutal though. The teleport is I assume the rats pulling us back to them, it can be very disorientating and probably deadly to an unprepared cloth wearer. Seems to be a very fast recast on it as well, training through i got snapped back, snapped forwards from the stuff i'd just agro'd, then snapped back, then snapped forwards. Fun!
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#19 |
Loremaster
Join Date: Nov 2004
Posts: 116
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![]() Thanks for the adjustment Kander, I will test the zone again soon.Nebbeny, never ever before in the history of EQ2 have I not been able to stand toe-to-toe with solo NPCs. I've never ever had to root solo NPCs before, and I shouldn't have to start now. This is even more true given the fact that I tested it at 95 with full raid gear. My alts with vastly less gear will be even more trouble than my main was. I have confidence that the damage will be fixed to be more appropriate. |
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#20 |
Loremaster
Join Date: Jun 2005
Posts: 105
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![]() Not sure how many of the adjustments have gone in on this zone yet but I've noticed that a lot of the mobs are showing as heroic in the zone. Also my lvl 93 mostly raid geared monk is getting PWNED in here I think the mobs are still hitting to hard if I'm dieing to every 3rd to 4th pull and I'm not mass pulling I'm just pulling linked encounters. |
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#21 |
Loremaster
Join Date: Nov 2004
Posts: 1,749
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This zone allows you to bring a buddy nerc or PC. With that being the case I always run zone like this with a merc and not just solo because IMO he has to take that into account when tuning the zone. Tuning it just for solo then letting two people come in and rip the zone apart would be pointless IMO.
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#22 |
Server: Butcherblock
Guild: Lunar Tears
Rank: Royal Advisors - Sword, Shield, & Armor
Loremaster
Join Date: Dec 2004
Posts: 25
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![]() Here is my opinion, if this zone is required to enter Opol plains, the zone need to be done in a fashion so that people can complete it to continue the storyline. If you want a HM solo, then ask for it, and then accept a EM solo might be needed in parallel. And some people think HM solo is doing heroic with a merc... |
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#23 |
Loremaster
Join Date: Nov 2004
Posts: 1,749
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Just ran the zone and all mobs seems on par difficulty wise.
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