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       #Post#: 684--------------------------------------------------
       The Seething Wall
       By: Dolmir Date: March 11, 2019, 4:17 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.
       #Post#: 685--------------------------------------------------
       Re: The Seething Wall
       By: GM-Reaver Date: March 11, 2019, 5:15 pm
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       [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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