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Author Topic: The Seething Wall  (Read 33 times)

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Dolmir

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The Seething Wall
« on: March 11, 2019, 04:17:43 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.

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Reaver

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Re: The Seething Wall
« Reply #1 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.

Dolmir

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Re: The Seething Wall
« Reply #2 on: March 12, 2019, 01:11:50 am »
I'm definitely in favor of having some areas that are somewhat more difficult for players. I think it's easier to get people to play in those areas if the commitment is naturally limited. For rare spawn camps there's no natural limitation, but for something like the a taka chest run you know you will run out of chests eventually. I'd prefer to see most of the content that demands high-level play and group coordination follow the latter model.

Jduncan

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Re: The Seething Wall
« Reply #3 on: March 17, 2019, 12:01:43 am »
Spent a couple hours in here the other day, group wasn't optimal and respawn was fast enough that we couldn't move past zone in. 

My take away's from the zone

Its not a xp zone(full group getting 1.5-2% aa xp per kill), also doesn't seem to be a high loot zone, never had a named spawn or a item drop.
Mob damage was all over the place, from 95 low to 730 high on 1750ac sk tank, and everything in between.
All mobs seemed slowable (all partial slows, no full slows)
This zone seems made for a paladin tank.  Everything was stunable, and lots of undead. 
Some roaming mobs moved at Gm or Bard speed.  While others moved at normal speeds.
Some mobs "warped" and would make their warp location their new spawn point.  This warping mob was also snare immune and run's at 20%.


whoopinstik

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Re: The Seething Wall
« Reply #4 on: March 21, 2019, 04:02:11 pm »
Spent a couple hours in here the other day, group wasn't optimal and respawn was fast enough that we couldn't move past zone in. 

If you couldnt move past zone in, then your odds of getting a named are slim to none. I went down with Reaver and this is a powerful zone for sure. He made some tweaks while we were there but it is intended for an optimal group with most toons not boxed. Just like the pit, devastation, and Splitpaw. As he said, it wasn't meant to be a loot fest but the challenge is worth it.

With that being said, I think increasing the xp modifier in harder zones like that would make going there and trying to break it worth it. Otherwise, from what I saw, you need the right group. Thats all there is to it.

 

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