Karnor's was recently updated:
- The mobs in many of the hallways and a few other spots were thinned out to allow for pull spots. Especially the ramparts.
- Three more named mobs were added to the zone. One in the water, one in the second set of ramparts, and one in the dining room, all with their own loot tables.
- The xp has been increased across the board in the dungeons by a large percent. I played in Karnors Wednesday afternoon with a full group and saw my xp bar moving at a reasonable rate.
- A bug was fixed which was affecting all of the loot tables in the zone. The better drops on the tables should start appearing now.
- The parry, block and dodge percentages on the drolvarg in the zone was reduced.
- The AA xp being awarded on placeholders was a bug, and was removed (early dungeon runners lucked out and got that aa xp hit, grats!).
The zone is still going to be hard. All mobs post level 70 are harder, whether they are solo or heroic. The difficulty as far as damage and health of mobs is going to be the same in all of our dungeons post level 70.
As far as itemization goes, I really cannot speak for the itemization guys. If the items really are truly lacking in comparison to the difficulty level of the zone, I'm betting they will get looked at.
In response to some of the comments on the beta testing, it went something like this:
People first got into the zone and completely steamrolled it. Every feedback I got said the zone was too easy, and the mobs did not have enough hit points. After several all encompassing (gamewide) updates to mob difficulty they went from semi hard, to empire state building falling on your face hard. Once we had hit that level, it was pared back after many internal playtests till we reached the difficulty level that we have in the game right now. Besides the named, none of the mobs in Karnors aren't any more ramped up in difficulty than any other mob in the expansion, beyond a small parry/ripost/dodge buff, which has been continually tweaked (which I never hear complaints about, just complaints about hard hits).
Poetelia wrote:
You need some kind of incentive to go to a zone on a regular basis.
KC is a very difficult zone, packed with monsters that hit real hard. Every pull needs to be carefully considered and a mistake brings along a wipe that, depending on how deep inside it happens, can put you from 15 minutes to an hour back in time. Thats not bad. That could be viewed as a right challenge for most of us groupers out there.
But if the exp is almost non-existant as it is and the loot is so poor as its been designed, the only reason to go there is the sense of doing something difficult. Thats nice for the first time, but doesnt encourage your coming back a lot.
You have to offer a benefit: either diminish difficulty and/or mob density and up exp to make it a worthy and funnier grind, or maintain difficulty and make it rewarding. As it is now the disparity is very obvious so I have no doubt the zone will be reconsidered pretty soon.
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