Halloween Quest 2014

The final event is cool, or as much as I've seen of it anyway. All in all, a very good quest. Front page and motd should maybe be updated so everyone knows phase 3 is live.

The final rewards are nice but I've got a few thoughts.

The tank one seems lackluster compared to the others. I know spell AC is worth more than regular AC but 8/11/20 seems meh. The ATK penalty doesn't really need to scale upward between the three ranks either IMO. I can't tell if there's more to this buff or not though from looking at the parser so I may be off base.

Caster one is a neat mechanic and should be a solid dps clicky as long as it doesn't block AoD, which would really hurt it's usefulness in raids. I'm not sure something like "decrease aggro by 2%" works as an effect rather than being part of a buff that gets applied to your actions. Jolt/Concuss lines use raw aggro numbers, this might need the same. This one is also currently misspelled in the parser- Wulfwere instead of Vulfwere.

I'm disappointed with the nighttime-only restriction on them. Their short duration and 30 minute reuse already keeps their overall impact on a boss fight or exp group grind session kind of minor. Preventing them from being used 60% of the time seems unnecessary. Also I'm not sure how they will work in zones that don't have night/day cycles.
 
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Yeah I'm going to post more about this shortly. In particular, the caster one needs to be adjusted - it is not intended to work with AEs/rains, so I need to make sure that remains the case. I'm going to watch how the other ones work out as well, they may need a bump one way or the other. I'd rather increase something a bit than have to decrease it. :)

Oh and thanks for the spelling note.
 
One more thing, about the night time restriction.

One of the biggest concerns about items like these is making this quest "mandatory." Additionally, while it does take some time to complete, it is nowhere near something like the Vah quest. So as we were trying to balance out the item, the conclusion was we can make the items more powerful, but they need a restriction so as to not make it a must-do. They should be nice (like the old reward) but not something everyone perceives as "you must have this to raid."

Hopefully that makes sense. Like I said, I am going to watch this a bit - it's my first opportunity to release significant content into the wild, and so I'm taking (nervous) ownership of it. :)
 
Really good job on this! I think the balance of the clicky is very appropriate with the night time restriction. And the overall quest and final fight thingy are well thought-out and rewarding. I know the final fight has changed a little bit recently. Is it pretty much set the way it was last night?
 
Yes it should not change. I learned a couple of things about a few of the encounters that didn't show up when I could mega nuke them during testing. :) So a few mobs had to change, but everything looks to work exactly as intended now. Consider the mobs final as far as I know.
 
I love the fact I'm not sure which reward is best for a ranger. That's a show of good design!

The night time thing though is a real downer. I understand the though process, but it's a common fallacy between developer and min-maxer. I can assure you, I anticipate waiting for day time ending for serious time attempts on hard content.
 
Night/day cycle altering things like undead strength, heals, lifetaps in general causes bigger gameplay issues than they're worth imo. It's cool flavor but in the end it just results in inconveniencing people.
 
After reading about everything, why wouldnt you allow the proc from ae's and rains. Just make it like all bracer procs where it will only proc on the target of the spell and not the other mobs being hit. If you take out rains, basically makes this item 100% useless on mages.
 
After reading about everything, why wouldnt you allow the proc from ae's and rains. Just make it like all bracer procs where it will only proc on the target of the spell and not the other mobs being hit. If you take out rains, basically makes this item 100% useless on mages.
Was thinking the same thing.
 
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