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Post by electrohydra on Oct 2, 2017 19:15:32 GMT -5
Tried this dungeon a few times since I've been back. Here's my view...
(Playing a Dual-Weild Light Armor Stealth AT character. I had Richard along each time).
The octopus is working great. Stats are fine, looks cool. A+. Though one small bug, after taming it, it will continue attacking Richard until you find something else for it to attack (Have to keep it on "follow" until then).
Voiboys (Or however it's written) are, to me, way, way stronger then other encounters. I've fought them 3 times and only beat them once, and that victory was with both Richard and my Octopus downed and with me scrambling to inject a potion before their bleed killed me. The fight goes fine until one of them dies, and then having to scramble to move the NPCs out of the death-cloud takes a lot of time (NPCs are hard to control) and leads to bad positioning and a lot of Attacks of Opportunities. On the contrary, I was able to walk around for 5-6 rounds doing nothing against Sharks and still not even come close to the fight being a challenge, and I beat the jelly cube if not as easily, still without breaking a sweat, just wacking at it with auto-attacks. (Though I do have a full bestiary entry for that one). I turned around at the second Voiboy encounter, didn't want to test my luck again.
Speaking of death-clouds, if an NPC dies while in one of those clouds, it takes forever for them to be able to get back up as they instantly die again when they revive. Something we can do about that?
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Post by electrohydra on Oct 9, 2017 12:50:53 GMT -5
Cleared (most) of the dungeon for the first time (I exited somewhere just before the end with one or two rooms remaining, I assumed it was the boss in the nest room). Here are a few notes :
I heard there was supposed to be a spot to recharge air. I didn't find it. That said, I did have enough air to do the whole dungeon if I wanted (But I have a high-level dive helm).
Vodyanois still feel a lot harder then any other encounter in the area that I saw, and Resist Acid potions don't really help - they have such a short duration, I used some for the first fight and they had worn off before the battle was even half finished-, though being mobile does. Which brings me to two issues : First, could henchmen wear dive belts? I realized that how slow they move is one of the reasons it's really hard to get them not to stand in the clouds. Second issue, I realized that the first Vodyanoi encounter was much, much harder then the other ones for one good reason : It takes place in a narrow tunnel with very little room behind you. It's very hard to maneuver in that battle, which is what I've found to be the trick to beating those mobs. Would it be possible to make that tunnel wider?
The "last" Vodyanoi encounter (before the first exit at least) seems to spawn 5-for-2, (I spawned 3 regulars and 1 warrior) I'm not sure if that's intended?
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Post by Lugwy on Oct 17, 2017 3:19:55 GMT -5
Did some of the area up to the tiger shark before lack of preparedness got me killed. Note to self to find an injector and flippers for future runs.
Vodyanois are chunky but fairly easy (I can fight two at once solo), and the bestiary entry is extremely valuable for getting out of the way before they explode. The caustic clouds seem to last an unduly long time regardless, though; it may be feasible to shorten the duration somewhat as otherwise a party may be inclined to leave the corpses alone as harvesting them may not be worth the air expenditure waiting for the clouds to dissipate.
I haven't found the air pocket in the area and I'm not sure if it's further in or not. Might need an indicator of some sort to show that there's an air pocket?
Could be RNG, but loot seems scarce. Only found two placeables up to that point. Salvage was in line with the area's level range.
Visibility in anything further than a modest third-person view is terrible; the entire area looks like a mess of solid green and I literally could not see anything, not even my character, unless I zoomed in. It made some pretty decent angles to take screenshots from, though.
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Post by gazoo on Oct 17, 2017 3:38:26 GMT -5
Just from my experience:
As you said, you need to keep exploration mode zoom to ~medium level for reasonable visibility. This takes getting used to - if you are used to always being on max zoom - but is not really detrimental once you adapt to the smaller area view.
The air pocket does not show on the CE map as your typical placeable or even the large IG map and is a clickie (*) location...which I think is what gets confusing. It is located in the vicinity of the stairs on the first level and you need to look around a little bit to see it (recessed). It would be nice to have something that points it out on the IG map, though, to avoid the confusion.
I think you just had really bad RNG for loot, as there can be quite a variance of number of nodes at times. There is a fairly large number of potential nodes.
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Post by Lugwy on Oct 17, 2017 12:26:53 GMT -5
I believe I found those stairs since there was an interactable I moused over briefly that I couldn’t find again trying to mouse over again. It may need either a bigger hitbox or a better indicator. Bad RNG was the highlight of that evening so it sounds about right
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Post by Psionic-Entity on Oct 21, 2017 17:38:59 GMT -5
The air pocket is right opposite the stairs down to the second level, looks like a pipe with a bunch of bubble FX coming out the top. I'll reshape it next update to make it easier to click.
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Post by electrohydra on Oct 26, 2017 21:34:53 GMT -5
Went there today, 2 PCs no NPCs (Except the octopus). The second Vodyanoi encounter(The one right after the gelatinous cube) had 1 warrior and 4-5 regular ones. Suffice to say we did not make it out.
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Post by gazoo on Oct 26, 2017 22:11:06 GMT -5
I think that's 2 separate but close spawn points, which can both get pulled if you are not careful where you move to.
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Post by electrohydra on Oct 26, 2017 22:16:04 GMT -5
They rushed us before we where even past the chasm, if it's that sensitive it probably needs to be spread further apart.
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Post by kingofaquilonia on Oct 27, 2017 11:28:08 GMT -5
I was the other PC with her, I can confirm this.
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Post by gazoo on Oct 27, 2017 14:26:46 GMT -5
Boss room has a placeable that looks like loot, but it is not in fact a loot point. 1. Thus boss has no loot. Boss xp might be low for this guy too. Insane HP with pretty good DR. Took about 1/2-3/4 hour to kite tier 1 with little room for error. 2. Boss room also needs a quick exit to surface, that is available upon completing it. 3. AND this boss doesn't appear in the boss list of the Bestiary. In the SS, I is a helmeted sadface looking at the placeable where the loot should be: Attachments:
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Post by Psionic-Entity on Oct 27, 2017 19:27:11 GMT -5
Did your tier for the diver go up by one?
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Post by gazoo on Oct 27, 2017 22:30:01 GMT -5
There is no entry on the Boss list for the Coral Merbeast. Which probably means no. Usually after the first tier kill, you get a boss entry added to that list.
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Post by Kitsunenotsume on Oct 27, 2017 23:02:25 GMT -5
gazoo I think PE meant did your number for the Unfortunate Diver go up by 1, since 150 XP matches the Diver.
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Post by gazoo on Oct 27, 2017 23:10:41 GMT -5
Ahh, thx Kit; I totally blew by that.
Yes, the Diver Boss did go up a tier!
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