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01-26-2008, 03:11 PM
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Got Incinerate?
Character: Jeramir
Guild: <The Kraken>
Server: Nagafen (PvP)
Posts: 219
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Veeshan's Peak Design Re-tuning Criticism/Suggestions
It looks like it has started:
Quote:
ZONES- Veshan's Peak
The Dragon Druushk has learned a few new tricks and has a few new nasty surprises to help rid himself of annoying adventurers.
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It is apparent that when the devs make changes to content they often read these forums to take suggestions/feedback. I'd like a constructive thread here for those who regularly raid this zone to gather criticism in the hopes that this graphically beautiful zone will have a difficulty appropriate for end-game RoK. Please leave criticism of broad RoK issues like itemization, etc. aside and limit yourself to actual VP population design issues - as far as I'm concerned, the less difficult the suggestion the implement the sooner we'll see something in game.
I'll start with my suggestions from general to specific raid encounters:
1. Scrap the random gem drops and give them a specific trash mob that they are able to drop off (ie. Lava Rubies from Elementals, Inferno Pearls from Wurms, and so forth).
2. Have mob difficulty match their level. The easiest trash in the zone such as the elementals and drakes should not con 5-6 levels orange. If their intended difficulty was of a steep orange mob, then increase their difficulty to match. If not, downsize their levels to yellow appropriately. Not everything needs to be orange because this is T4.
3. Introduce varying spell resistances/bonuses. As a way to counter the 100% caster hit rates, for example, give something similar to "Dragon Hide" INTELLIGENTLY with positives and negatives to the trash encounters to varyingly benefit/penalize all melee and spell types. Make piercing and slashing more effective/ice less effective to Drakotas, crushing more effective/heat less effective to Elementals, disease more effective/all skills less effective to Golems, etc - the possibilities are there.
I understand there are certain game limitations concerning level 87 mobs and so forth, but there are plenty of creative ways to counter them on a mob by mob basis that encourage us to have as balanced a raid as possible to take on what are supposed to be ancient and well-tempered creatures.
4. Change some single encounters to AE encounters, please.
5. Give us a couple random named (non static) for the unused mob models such as Golems and and Elementals.
6. Some brief but specific boss criticism:
Give all bosses Bolster Confidence.
KluzenIt's difficult to understand what is intended by this mob's script. Occasionally letters go on your screen stating "You have been chosen by the protector!" and so forth. It seems like it should be a mem wipe but he doesn't always change his target the person who gets the message.
Tone down his Wing Beat and considerably beef up the frontal. Make the script choose a random person on the raid every 60s to lock his target for 15 seconds, and in the event he is able to kill that person - he heals himself for 20% health and makes himself immune for another 15 seconds. Make us have to protect whoever he chooses.
NexonaThe fight is relatively challenging the first time in, but Nexona itself is missing a bit of a bite. I think the encounter would be appropriate to 1st floor if Wing Beat was added, OR the intense power drain AE was moved to a 45s timer.
EkronNot a bad fight. Does nothing after 30% though and adds come at 0%. Fix this. Give him some moderate Burning Moon style melee range 360 AE . After 30%, have the sets of adds that come from the eggs at a very fast timer, with wurms at 10 and 20.
DruushkWill wait to see what kind of changes make live. Interesting fight with his encounter thorn coat and decent auto attack, will be looking forward to seeing what will be added.
TaskmasterScrap this script and unroot him. Give us a hard Overking/Avatar style fight with alot of adds.
MilyexI... I really don`t know. But as is, I don`t think there is a real incentive to kill more than 3 generators. The best I could come up with was have the generators explode, killing the raid if you went too far past their 20% mob health range. That makes the encounter worse, more than anything. Maybe unroot him, give him a permanent 30-50% damage reduction, and cause him to stoneskin while a generator is up in order to remove the ambiguity.
XygozMAYONG MISTMOORE. No, seriously. Have him dream up nightmares from his bed-time stories, and have us fight an orange x4 at 75 and 25. Much like that courts raid with the weaver if you did not use the item. This raider`s nightmare would be Vampire Lord Mayong Mistmoore with a Libant or two at 75% and Overseer of Change at 25%. Level 87 style.
There is so much potential with this mob alone, and the current script in live is very underwhelming.
QunardSave the ring event, but give us Qunard first with the bee adds coming every 10% with the epic queen at 25%.
Hoshkar Have him hit harder and give him a base AE (no knockback) aside from the script events. Mem wipe if you`re grumpy.
TravenroTone down the orb knockbacks and increase the damage event orb, and make us unable to leave his room. Have him summon the highest on agro list every 2-3 seconds.
SilverwingGood. I love it. Perhaps change the order of archetype chosen so that it`s not the same every time.
Phara DarNot quite at the level for an end boss. Give either a joustable AE and or have Phara`s tank buff considerably increase the damage taken by the tank (and possibly not be affected by Traumatic Swipe).
That`s all I have for now. All in all, the zone is absolutely gorgeous and has the potential to truly be of an end-game caliber. I look forward to a bit of retuning, as I anticipate we will be running this zone for quite some time to come.
Last edited by Davram : 01-26-2008 at 03:16 PM.
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01-26-2008, 03:18 PM
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a walrus
Character: Snarkw
Guild: The Kraken
Server: Nagafen
Posts: 3,026
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
The current difficulty matches the loot, and there have been no official announcements of loot upgrades.
edit> actually, the current difficult does not match the loot; it far surpasses it. When comparing VP loot to heroic encounters, I think it is imperative that the epics be changed to x2 encounters with a 50% chance to drop legendary.
Last edited by Snark : 01-26-2008 at 03:20 PM.
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01-26-2008, 04:06 PM
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Regular
Character: Kall
Guild: Confirmed
Server: Unrest
Posts: 657
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
Too many guilds have already cleared it multiple times to start tweaking with the encounters. If they were going to tweak the difficulty of the zone they should have been doing it in early December, not now.
VP is a failure, move on to something else.
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01-26-2008, 05:03 PM
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Only You can prevent a Forum Fire
Character: Ballads
Guild: NPU
Server: Guk
Posts: 551
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
Quote:
Originally Posted by Snark
The current difficulty matches the loot, and there have been no official announcements of loot upgrades.
edit> actually, the current difficult does not match the loot; it far surpasses it. When comparing VP loot to heroic encounters, I think it is imperative that the epics be changed to x2 encounters with a 50% chance to drop legendary.
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True they need to up the loot to up the difficulty. With epics coming (sometime) I'd can only hope the encounters they make harder are the ones that are the final bosses for various epics.
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01-26-2008, 05:16 PM
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Call me Jude.
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
Quote:
Originally Posted by Ballads
True they need to up the loot to up the difficulty. With epics coming (sometime) I'd can only hope the encounters they make harder are the ones that are the final bosses for various epics.
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No matter how you say it, the difficulty is pathetic for the end of an expansion.
People are whining for loot upgrades; for loot to be better, the difficulty of attaining them much be that much higher.
Besides, having epics require killing these mobs would be absolutely fucking pathetic. Might as well have them as solo quests, because every single person will have them.
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 Mazrim :: Guk :: Defiler :: Ne Plus Ultra // Euron :: Nagafen :: Mystic :: The Kraken, Onyx
Steam Rating: 7.1 - Wax on, Wax off
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01-26-2008, 05:18 PM
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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
Quote:
TaskmasterScrap this script and unroot him. Give us a hard Overking/Avatar style fight with alot of adds.
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I think we'll have quite enough of these with Avatars Spawning. I could see this as far more interesting if the adds were on OUR side, rebelling against the task-master, unrooting the mob, let him crack his whip and "charm" one of the raid members *or* rebelling slaves against us ... that kind of thing. Far more Task-master-y.
Milyex
Milyex is currently like a really bad version of a bad encounter (Harbinger) that could have been awesome. Why not make him like a mid-fight Menace. Very hard, and be granted 4 special abilities from his generators (50% double attack, reactive power drain, mem-wipe...). Every 20% he flies to his roost, goes immune, and starts regenerating quickly. In that time, we can try and kill a generator (assuming we can kill one before he heals 20% and the generators go immune again). You'd have a very hard fight at first, requiring you to burn timers etc, and if you succeed, the fight gets gradually easier.
XygozWhile I agree the current script is underwhelming, I do *not* want another Mayong. I'm sick of Mayong. I would prefer to see each dream like a "stance" of sorts (Think Lyceum), let him have a new dream every 25% to one of 6 possible dreams. Some could have him K.O., some not. Some involve summoning adds, Some involve a sweet dream where his lover comes - whatever. 4 of 6 dreams = variety, and if each dream affects the way he fights until the next 25%, it could keep things interesting. Vampiric Nightmare = Script where he falls asleep, we deal with a cute little vampire "script", and he wakes and has a delevel and libant adds untill he hits the next dream. Hell, the effects could even be cumulative.
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01-26-2008, 05:22 PM
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Sha La La La Lee
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
I think the most retarded think in the OP is the fact that he wants mobs to be immune to specific damage types. Did you play in T5, or T6? Or how about early T7? If you didn't, stfu and don't talk about stupid ideas that were removed because it just made the game unfun. If you were a Wizard and the mob was immune to heat and cold would you want to play? If you were an Enchanter and the mob was immune to mental would you want to play? If you were a scout and the mob was immune to pierce and slash would you want to play? No, you wouldn't.
Thus, the entire idea of making mobs immune to certain damage types is just dumb.
And all mobs already have Bolster Confidence.
By the way, if you kill the adds as they come on Ekron you get the 1/5th of the adds that spawn at 0% for each add you kill.
PS: 1-shot AEs don't add difficulty to mobs, they make them unfun.
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I knew everything gonna be alright, Sha la la la lee, yeah
Sha la la la lee
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Well we went someplace, I don't know, Sha la la la lee, yeah
Sha la la la lee
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01-26-2008, 05:34 PM
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Call me Jude.
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
Milyex
Make his wing beat hit MUCH harder (static damage, possibly 20k unmitigated) on a quicker recast, possibly 20 or 30s. Make the generators grant immunity to the damage of wing beat (but not the knockback portion) within a 3m radius.
Once the generators each become active (like now), reduce all damage incoming by 50%. If the generator is not dead in 1m, root all players in the raid (unable to control yourself while knocked back).
Make Milyex perform a pulse KB on whoever his target is, every 2s. Thus, it must be not necessarily tanked, but his target will matter, as this person must be far away from the rest of the raid, or they will end up in the lava. If his target ever changes, reset the script with a global (red text) emote.
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 Mazrim :: Guk :: Defiler :: Ne Plus Ultra // Euron :: Nagafen :: Mystic :: The Kraken, Onyx
Steam Rating: 7.1 - Wax on, Wax off
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01-26-2008, 06:58 PM
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Regular
Character: Ranthor
Guild: Aftermath
Server: Butcherblock
Posts: 319
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
noobs shouldn't be able to post.. you know who you are morons...
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Troub Trainer <Aftermath> aka The Tribunal
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01-27-2008, 01:49 AM
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Call me Jude.
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Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions
Quote:
Originally Posted by Ranthor
noobs shouldn't be able to post.. you know who you are morons...
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no, noobs use 5th groups to kill avatars... you know who you are.
__________________
 Mazrim :: Guk :: Defiler :: Ne Plus Ultra // Euron :: Nagafen :: Mystic :: The Kraken, Onyx
Steam Rating: 7.1 - Wax on, Wax off
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