Feedback and some bugs
South Badlands
Spires (liodreth warders)
I'm not sure what to think of this..
I don't know if it's a bug or if you actually intended to make one spawn that large. At first I thought it was the image of a liodreth warder floating above the mound, then I tried to target it and it's this huge guy.
Aviak Tower (kargryxx guys)
This place seems to be working alright, there are a couple of things that could be improved:
- Slow down the Kargryxx Windriders, they make pulling very complicated simply because when you are pulling the tower, you need to run all the way down or drop for a ton of damage. Either way, when you are pulling those that are sort of high up, the puller will get to the camp almost dead, and that's if he makes it (thinking about monks, spellcasters have a little more advantage but it's not that much really).
- The top level of the tower needs to have less npcs, there is no way a group could break up to the top of the tower and hold it. Sometimes when I ran out of mobs I tried to pull the ones at the very top, but agroing one would bring me like 6, and some of them were windriders. Possible solutions are having less spawns up there or to lower their agro radius.
- Another thing I noticed, the houses that are up on the trees, I don't know if you meant some to have 2 spawns, since they usually have 1.
Eastern Badlands
Gnoll camps
Only problem I noticed with these Gnolls is that they are very very hard to split. The group was Qudea and me (monk/sk) and we still had a hard time getting a single. On first pull you would always get all 5. After a lot of trying we managed to get a single, then another and so on. However the time it requires to split them doesn't justify the experience you get. These need to be spread a little more or lower their agro radius. They also run at normal character speed, I think that's fine.
One-Eye
I don't know if you meant this zone to be a hunting zone in general, but the level ranges are kind of insane. There are mobs like level 20 (young), then like level 30 (maulers), then like 40 (warriors), and they all walk in the same paths. After killing like four level 30 and all level 20 all there was left were the level 40 warriors. So no exp from those since they hit for like 110. If you meant this zone to be this way then it's fine. Also the amount of PP each mob drops is very high, each one drops up to 5pp and loot that sells for about the same amount.
Shadowdale
I set up my camp by Highpass Zoneline and started pulling away. The first bug I noticed is that on that hill by the zoneline, the mobs like to go under the world a lot. The second thing I noticed were the ancient treants walking around, they are way too big and out of place, they were red to me at 40 and are druids. They hit for 100+, nuke for 612 and root you. Having these guys walk around the zone makes pulling very hard, since that zone's visibility is very low and those treants look like trees. My suggestion would be to move those to a certain side of the zone or to simply remove them, they make pulling a lot more complicated than it should be. Other issues I found is that when I pulled mobs they would sometimes be DS'd (specially when I first got to the zone), this is really not that big since they aren't always DS'd. And my last suggestion about this zone is that there need to be more npcs. My group was a monk, sk and cleric and after like 30 minutes of killing, I couldn't find any more mobs to pull, I had to go almost to the middle of the zone to find something. What this zone needs is having an npc spawn everytime another one dies, except for the druid camps (I didn't go there since casters = evil).
Something I just remembered, loot tables in this zone are pretty messed up. If you kill a kodiak like 5 times the size of a regular one, you'd hope to get either more meat and pelts or to simply get something totally different. Also (this goes for darkwoods as well) a few roaming rares would be a nice thing to add.
Darkwoods
This zone is completely fucking awesome. Only annoyance was those warped spiders that run selo speed. When you were killing them they would dissappear, and then reappear on top of you. I'd expect the dissappearing and reappearing from a raid mob, not from a mob you kill just for experience grinding. Other than that this zone is very cool, I liked it a lot =p
Now there are some things I wasn't sure if they were bugs but I'll post them here anyway.
- Ressurrecting with the level 29 ress spell (revive?) pays full debt back, I'm not sure if this is a bug but I thought I'd post it here. My guess would be that if it's not then the higher level ressurrection spells probably reduce the time of the ressurrection effects.
- I am not sure if this is a bug, I could use /pet hold without having the AA for it. And the only way to break out of hold was to do /pet follow.
- Suggestion: It would be nice if you added a little more usable loot to the npcs in all the new zones. For example killing skeletons in First Ruins one dropped a shoulders item (forgot name).
- Suggestion: add more Spell Vendors are trainers to different parts of the world. Only place where I was able to get all my spells is in Oggok (besides Thurgadin), and there are no zones near Oggok (yet) where I can properly exp. So running from the other side of the continent to Oggok != fun.
- In Thurgadin there is no SK Spell vendor.
That's all I can remember for now, will probably add more later depending on how hunting goes today !
EDIT: About the Cleric ress bug... it's obvious why it's returning 100% exp back, I'm an idiot
South Badlands
Spires (liodreth warders)
I'm not sure what to think of this..
I don't know if it's a bug or if you actually intended to make one spawn that large. At first I thought it was the image of a liodreth warder floating above the mound, then I tried to target it and it's this huge guy.
Aviak Tower (kargryxx guys)
This place seems to be working alright, there are a couple of things that could be improved:
- Slow down the Kargryxx Windriders, they make pulling very complicated simply because when you are pulling the tower, you need to run all the way down or drop for a ton of damage. Either way, when you are pulling those that are sort of high up, the puller will get to the camp almost dead, and that's if he makes it (thinking about monks, spellcasters have a little more advantage but it's not that much really).
- The top level of the tower needs to have less npcs, there is no way a group could break up to the top of the tower and hold it. Sometimes when I ran out of mobs I tried to pull the ones at the very top, but agroing one would bring me like 6, and some of them were windriders. Possible solutions are having less spawns up there or to lower their agro radius.
- Another thing I noticed, the houses that are up on the trees, I don't know if you meant some to have 2 spawns, since they usually have 1.
Eastern Badlands
Gnoll camps
Only problem I noticed with these Gnolls is that they are very very hard to split. The group was Qudea and me (monk/sk) and we still had a hard time getting a single. On first pull you would always get all 5. After a lot of trying we managed to get a single, then another and so on. However the time it requires to split them doesn't justify the experience you get. These need to be spread a little more or lower their agro radius. They also run at normal character speed, I think that's fine.
One-Eye
I don't know if you meant this zone to be a hunting zone in general, but the level ranges are kind of insane. There are mobs like level 20 (young), then like level 30 (maulers), then like 40 (warriors), and they all walk in the same paths. After killing like four level 30 and all level 20 all there was left were the level 40 warriors. So no exp from those since they hit for like 110. If you meant this zone to be this way then it's fine. Also the amount of PP each mob drops is very high, each one drops up to 5pp and loot that sells for about the same amount.
Shadowdale
I set up my camp by Highpass Zoneline and started pulling away. The first bug I noticed is that on that hill by the zoneline, the mobs like to go under the world a lot. The second thing I noticed were the ancient treants walking around, they are way too big and out of place, they were red to me at 40 and are druids. They hit for 100+, nuke for 612 and root you. Having these guys walk around the zone makes pulling very hard, since that zone's visibility is very low and those treants look like trees. My suggestion would be to move those to a certain side of the zone or to simply remove them, they make pulling a lot more complicated than it should be. Other issues I found is that when I pulled mobs they would sometimes be DS'd (specially when I first got to the zone), this is really not that big since they aren't always DS'd. And my last suggestion about this zone is that there need to be more npcs. My group was a monk, sk and cleric and after like 30 minutes of killing, I couldn't find any more mobs to pull, I had to go almost to the middle of the zone to find something. What this zone needs is having an npc spawn everytime another one dies, except for the druid camps (I didn't go there since casters = evil).
Something I just remembered, loot tables in this zone are pretty messed up. If you kill a kodiak like 5 times the size of a regular one, you'd hope to get either more meat and pelts or to simply get something totally different. Also (this goes for darkwoods as well) a few roaming rares would be a nice thing to add.
Darkwoods
This zone is completely fucking awesome. Only annoyance was those warped spiders that run selo speed. When you were killing them they would dissappear, and then reappear on top of you. I'd expect the dissappearing and reappearing from a raid mob, not from a mob you kill just for experience grinding. Other than that this zone is very cool, I liked it a lot =p
Now there are some things I wasn't sure if they were bugs but I'll post them here anyway.
- Ressurrecting with the level 29 ress spell (revive?) pays full debt back, I'm not sure if this is a bug but I thought I'd post it here. My guess would be that if it's not then the higher level ressurrection spells probably reduce the time of the ressurrection effects.
- I am not sure if this is a bug, I could use /pet hold without having the AA for it. And the only way to break out of hold was to do /pet follow.
- Suggestion: It would be nice if you added a little more usable loot to the npcs in all the new zones. For example killing skeletons in First Ruins one dropped a shoulders item (forgot name).
- Suggestion: add more Spell Vendors are trainers to different parts of the world. Only place where I was able to get all my spells is in Oggok (besides Thurgadin), and there are no zones near Oggok (yet) where I can properly exp. So running from the other side of the continent to Oggok != fun.
- In Thurgadin there is no SK Spell vendor.
That's all I can remember for now, will probably add more later depending on how hunting goes today !
EDIT: About the Cleric ress bug... it's obvious why it's returning 100% exp back, I'm an idiot