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02-04-2008, 11:40 AM
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Soviet Gangsta
Character: Fomka R.I.P, Fomik
Guild: Disso R.I.P, Surreal
Server: Barren Sky
Posts: 1,859
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
PPR IS a FUCKING WORST ZONE EVER! period.
Call me mazachist, but I even liked TTR a bit, but that's prolly because of badass loot.
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02-04-2008, 09:38 PM
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Regular
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
Quote:
Originally Posted by firamas
let me confirm that your dps is simply atrocious. VP trash parses are showing at 50-90 seconds for us, depending on mob type.
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Before we go any further, let me just say that I consider about 50% of the named in the zone trash. Their loot is worthless, and they don't do anything, therefore trash.
Also, last time I was in vp, our make up was terrible, and I'm sure we can do much better than that, as Gilgame points out, but even so... what happened to grouped trash encounters? Hell, 4 ^^^s linked used to be considered epic trash. VP it's more like 3 mil hp trash, followed by another 15-30 of the same thing, then a 10 mil hp mob with 50% damage reduction.
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02-04-2008, 10:34 PM
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Visitor
Character: Zzzzz
Posts: 81
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
Travenro made me want to kill my mom today.
True story
The dev responsible for this pos encounter should die the most horrible, slowest death possibly imaginable.
Back when TTR was released, i prognosed that RoK will have chainstunning, buffstripping golem Brownie sentries with a nondispellable damageshield.
Now i wish they'd implemented these mobs rather than most of VP nameds...
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02-05-2008, 03:16 AM
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Visitor
Character: Ultor
Guild: Defiance
Server: Permafrost
Posts: 95
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
we did traverno in like 5 mins :/
wasnt too bad, but then dropped utter shit, THEN i wanted to kill myself.
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Defiance
WE PREP LONGER THAN YOU
Ultor
Templar
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02-05-2008, 02:27 PM
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DPS Templar
Character: Ashender
Guild: Second Dawn
Server: Najena
Posts: 10
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
Out of all the encounters only Silverwing and Phara made me work harder as a healer. The dreaming dragon though I felt was a nice touch, personally though he needed to have more dreams and make them random, but all in all it was amusing the first time.
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02-05-2008, 06:05 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,375
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
Quote:
Originally Posted by Kalath
Before we go any further, let me just say that I consider about 50% of the named in the zone trash. Their loot is worthless, and they don't do anything, therefore trash.
Also, last time I was in vp, our make up was terrible, and I'm sure we can do much better than that, as Gilgame points out, but even so... what happened to grouped trash encounters? Hell, 4 ^^^s linked used to be considered epic trash. VP it's more like 3 mil hp trash, followed by another 15-30 of the same thing, then a 10 mil hp mob with 50% damage reduction.
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while unrelated the tribunal is a multi mob encounter. I have high hopes it will be one of the better avatars/epics.
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02-06-2008, 03:13 AM
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Regular
Character: Istaril
Guild: The Kraken
Server: Nagafen (PvP)
Posts: 247
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
The only MAJOR problem with TTR was the buggy way of dealing with the libants. Stunning trash was fine - you only had to kill 18 of them.
And the itemization didn't blow chunks, which is considerably more than I can say for VP. We still run TTR every lockout... a full expansion later.
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02-06-2008, 12:27 PM
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make war, not love
Character: Entropie/Athropos
Guild: Confirmed/Radiant
Server: Unrest/REM
Posts: 2,631
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
things seriously wrong with TNT:
1) the buggy mayong encounter (re: adds)
things moderately wrong with TNT:
1) 18 is still too much trash to kill when each fight is a painful nightmare for DPSers. reactive procs and DS's are fine, but having half the trash in the zone carry them changes the entire texture of the instance in the eyes of players. putting a reactive control effect on Venril is fine, it's only 1 mob.. putting it on every trash golem in TNT makes people want to cut themselves.
2) only 2 loot droppers in zone (out of 4 nameds)? why couldnt the queen drop 1 item or something? the random trash chests are far too rare to be considered. bleh.
things subtlely wrong with TNT:
1) the itemization is good enough that we're still running it a whole tier later. (more of a commentary on RoK though, i guess)
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02-07-2008, 08:34 AM
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Regular
Guild: Unity
Server: Splitpaw
Posts: 145
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
What trash should be, and what it was in EH, is a chance for raid DPS to really matter. It's basically encounters with zero loot that are impossible to fail, whose entertainment value is in how high you can parse as a raid.
With this in mind, trash that deliberately and unavoidably gimps dps compared to other trash (e.g. reactive stuns in TTR, low hitrate in VP), yet fails to actually be harder as a result, is basically not fun. The reaction to the golems in TTR should have been a clue but it was ignored.
I feel that if you have every possible +c/s/p or casting skill buff and item in the game then your hitrate should be 100% against pretty much anything. If it's any less it doesn't make much sense ~ why design a game where maximum DPS is obtained through lucky dice rolls? We're in a situation in VP where your hit rate sucks, and if you carefully gear and buff to maximise skills, your hit rate - still sucks. Pointless, annoying.
I can almost understand it on named encounters where not being able to debuff or hold aggro easily is an intended feature. But on trash that you can't fail on anyway? What's the point?
In terms of retuning VP;
Kludzen - The mark effect needs to do something more dramatic.
Nexona - Tortured specimens need reworking; probably such that one starts glowing and needs burst DPS, failure to DPS in time causes something very bad to happen.
Eldrig - Fine.
Drusshk - Reserving judgement till we do revamped version.
Taskmaster - Needs redoing from scratch
Milyex - Needs constant spawned adds, less hp
Xygoz - Maybe if the little figures aren't picked up in time they attack as x2s. And/or dischordant notes shouldn't depop. It's fun but too easy.
Cinder wasps - More, constant spawn, queen attacks from start, aim should be to carefully balance DPS to stay ontop of adds whilst killing queen. The feebleness of the subsequent named would be okay then.
Hoshkar - Fix lava to be instant death throughout zone.
Travenro - Needs constant spawned adds, less hp
Silverwing - Fine
Phara Dar - Okayish
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02-07-2008, 08:53 AM
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Moooooooooooonpig.com
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
Quote:
Originally Posted by Vaux
Eldrig - Fine.
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New mob?
Quote:
Originally Posted by Vaux
Kludzen - The mark effect needs to do something more dramatic.
Nexona - Tortured specimens need reworking; probably such that one starts glowing and needs burst DPS, failure to DPS in time causes something very bad to happen.
Eldrig - Fine.
Drusshk - Reserving judgement till we do revamped version.
Taskmaster - Needs redoing from scratch
Milyex - Needs constant spawned adds, less hp
Xygoz - Maybe if the little figures aren't picked up in time they attack as x2s. And/or dischordant notes shouldn't depop. It's fun but too easy.
Cinder wasps - More, constant spawn, queen attacks from start, aim should be to carefully balance DPS to stay ontop of adds whilst killing queen. The feebleness of the subsequent named would be okay then.
Hoshkar - Fix lava to be instant death throughout zone.
Travenro - Needs constant spawned adds, less hp
Silverwing - Fine
Phara Dar - Okayish
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You like adds? 
Last edited by Phrozen; 02-07-2008 at 08:56 AM.
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