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Post by drunkensolamnic on Jun 28, 2017 11:03:05 GMT -5
This is the one just past the Valley, with the underground river running through it.
The cave itself seemed to drop no loot spawns? Given how murderous the drowners in here are, there should likely be something to be looted.
Speaking of the drowners, even now with my higher knockdown resistance, their knock-down attack is almost irresistible. While we figured out a way to beat them using specialized equipment, it might be better for what is essentially a transitional area, if the drowners spawned in smaller groups. Right now it seems to be a 2 for 1 spawn, but perhaps a 1 for 1 would be more reasonable?
I'd also suggest that death in this area return you to the valley. Given the long epic journey to get to this point, it'd really suck to have something go wrong, like someone crashing from all the water graphics.. lead to a group of people who just spent 3 hours getting to the location, wiping and having to make that huge trip all over again instead of being able to rest and recuperate in the Valley and then make a second attempt on this area.
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Post by Psionic-Entity on Jun 28, 2017 11:38:23 GMT -5
The lack of loot is intentional. The access area is intended to be very difficult for underleveled parties trying to access 80-90 content, but fairly straightforward for groups that are of a high enough level. What I should probably do is set the area to 80-90 so that it doesn't give the false impression that level 70 is sufficient for the dungeon.
For the death rule that's also kind of the point. Once you're at level 80 there aren't any places to level that kick you right back to the start on a party wipe. Once the full set of dungeons is out there will definitely be quicker options but in general there will be some amount of tough slogging beforehand.
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Post by gazoo on Jun 28, 2017 11:44:59 GMT -5
If I may suggest:
Sometimes you have this 24 hour death freebee on beta dungeons. It probably would be good if that respawned in a close location. Sometimes the untweaked mobs can be OP and a return to start may not motivate those pioneer players to go back and get these mobs fine tuned. I suspect that may be why many sit empty without comment for quite a while.
On some, it doesn't matter as in the example of Pirates Cove pt 1. You couldn't get kicked closer. But this ice adventure.....
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Post by Psionic-Entity on Jun 28, 2017 11:52:22 GMT -5
I don't really expect to get valuable feedback on dungeons that are 10-20 levels above the highest leveled PCs. If being kicked back is preventing people from trying out newer on-level dungeons then I'd hope to hear about that when it comes up.
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