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Author Topic: The Seething Wall  (Read 813 times)

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Reaver

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Re: The Seething Wall
« on: March 11, 2019, 05:15:57 pm »
This area has a bunch of features will repel adventurers:

High aggro/assist radius
High density of wandering monsters
High combats stats relative to level
Mesmerize immunity
Mobs walking through walls

This makes it one of the few areas that really call for a group that functions fully in all areas: healer, slower, tank(s), puller, crowd control, and DPS. I think it is good to have such an area, and this by itself could be a good boost for Bards and Enchanters in particular. However, early information on the area indicates that this is a standard "rare spawn" hunting area rather than a taka- or pits-style dungeon crawl to a guaranteed target. As a "grind" area it is a hard sell to players to spend a lot of time in an area that demands a high level of play and an optimized group. I think that engagement with the area would be higher if it were changed so that the respawn time was more forgiving to groups that stumble while attempting to reach its deeper areas. A lower respawn time would of course make it take even longer to experience the rare spawns in the zone so I suggest that the loot mobs be moved to static spawns with even longer respawn timer.
  • Mobs walking through walls - This is generally a result of pathing back home during a pull or after a wipe, rather than normal pathing.  This also has to much to do with how the zone was compiled by the EMU community, such that the 'walls' are not necessarily truly walls, from the mob's perspective.  I'll add this zone to the list of ones we need to fix pathing on.
  • Mesmerize immunity - These are few and far between, and if you need to mez something and it's immune, chances are your group should change targets so you can land your mez on the one that IS mezzable.
  • High combats stats relative to level - I am constantly tweaking the mobs in this zone, as more data is gathered.  Also keep in mind that the mobs were built before the changes to slow spells and AC mitigation, so those had to be factored in also.
  • Respawn times - This is reasonable, and I'll make some adjustments.
That said, it sounds like you understand the vision for what the zone was intended to be.  I'm not planning on making any major changes to how loot is handled for the time being, as nobody has spent enough time there to see what the rewards can be.

I do not believe in a game where all you should have to do is be present, and you get great rewards.  Taka, Delve, and Hatchery all follow that model.  This zone was not meant to be a loot fest, but something that you had to work for in order to succeed.  And the rewards should be commensurate.

 

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