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#Post#: 684--------------------------------------------------
The Seething Wall
By: Dolmir Date: March 11, 2019, 4:17 pm
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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.
#Post#: 685--------------------------------------------------
Re: The Seething Wall
By: GM-Reaver Date: March 11, 2019, 5:15 pm
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[quote author=Dolmir link=topic=307.msg684#msg684
date=1552339063]
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.
[/quote]
[list]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]Respawn times - This is reasonable, and I'll make some
adjustments.[/li]
[/list]
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.
#Post#: 686--------------------------------------------------
Re: The Seething Wall
By: Dolmir Date: March 12, 2019, 1:11 am
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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.
#Post#: 697--------------------------------------------------
Re: The Seething Wall
By: Jduncan Date: March 17, 2019, 12:01 am
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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%.
#Post#: 699--------------------------------------------------
Re: The Seething Wall
By: whoopinstik Date: March 21, 2019, 4:02 pm
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[quote author=Jduncan link=topic=307.msg697#msg697
date=1552798903]
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.
[/quote]
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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