Incentives for Less-Popular Six Man Zones

There is one boss in hmal I found a little out of whack (the shissar guy), but I've only attempted him a couple of times, maybe we just sucked.

I didn't find MielD trash that bad personally, though some of the flies can be a bit harsh. There are ways of making that manageable though.

Hatesfury is not meant to be a farmed zone, I'm not sure how much will be done with that. I've always thought of loot as incidental there.

Other points are certainly worth talking about I think. Itemization/loot drops are particularly challenging sometimes, but it's good to have feedback.
 
It isn't that I find the bosses so hard in hmal, they aren't that hard. I've beat them with really low tier groups. It is that even in those groups, we struggled to find maybe even 1 person who would consider the items a sidegrade. That loot could use a bump up, even if it is just to make it an interesting and unique alternative to similarly tiered stuff (as is the theme of many hmal items).
 
I didn't find MielD trash that bad personally, though some of the flies can be a bit harsh. There are ways of making that manageable though.
I was doing it on tier when it first came out. The AEing elemental mobs were pretty tough on tier, but doable. I was never able to find named mobs up, but guildies flat out said that there was no way in hell my paladin was going to tank the named on tier. The cash and xp was pretty crappy, so I haven't been back to get the few items I might find useful.
 
I have only really been to Cmal1-3.1 (I got the legs from the boss in 4 but it was just port up there, kill him and neck out so I don't count that). I have had one visit to MielD and we killed the alchemist/potion boss. I can tell you that from that experience the cash drops from MielD feel fairly weak. A clear of Cmal 1 or 2 will get you around 1k in drops and each of those wings hardly take more than an hour each. The ~45mins of being in MielD netted 300p total. This is obviously one adventure in MielD being compared to dozens in Cmal 1&2 but first impressions and all that. Though, there does seem to be a pattern in zone design; Good Xp bad Cash and visa versa.
 
Windstone... The clears can be pretty long, so some hp reduction or quantity of mob reduction wouldn't hurt.

I concur. a massive bump in cash drops too. There are boss items in this zone that I would like to get but no one wants to go because of the long ass clears and no cash moneys. I stopped trying to go after i got my bp.
 
People are failing to realize that Ethereal Dojo is not a 6man zone and it really shouldn't be discussed here on this thread, but since people are talking about it... It doesn't really need monetary buffs, what it needs is to be better explored (if the nameds in there are really all that exist, it needs more content), some better loot (Sorry if my opinions on T5 loot are wrong, but the stuff that drops in there DOES NOT look T5 to me), and the quest for access needs to become more well-known. Maybe something really unique could be added to the zone for incentive - an idea that I've considered for a long time is a new spell quest (like Archaic, Murk, Refuge) could be added to that zone (and others, but I'll save that for another thread). An irreplaceable spell is a great incentive to do a zone - look at how people farm IP for spell frags. People make a huge deal out out of unique spells like these. I've been to the zone once or twice myself, and the rooted trees chain-stunning and destroying players who are terrible and can't run by them is pretty hilarious.

WTB people saying "have your dojo spell yet?"
 
People are failing to realize that Ethereal Dojo is not a 6man zone and it really shouldn't be discussed here on this thread, but since people are talking about it... It doesn't really need monetary buffs, what it needs is to be better explored (if the nameds in there are really all that exist, it needs more content), some better loot (Sorry if my opinions on T5 loot are wrong, but the stuff that drops in there DOES NOT look T5 to me), and the quest for access needs to become more well-known. Maybe something really unique could be added to the zone for incentive - an idea that I've considered for a long time is a new spell quest (like Archaic, Murk, Refuge) could be added to that zone (and others, but I'll save that for another thread). An irreplaceable spell is a great incentive to do a zone - look at how people farm IP for spell frags. People make a huge deal out out of unique spells like these. I've been to the zone once or twice myself, and the rooted trees chain-stunning and destroying players who are terrible and can't run by them is pretty hilarious.

WTB people saying "have your dojo spell yet?"
are we thinking of the same ethereal dojo loot?
 
People are failing to realize that Ethereal Dojo is not a 6man zone and it really shouldn't be discussed here on this thread, but since people are talking about it... It doesn't really need monetary buffs, what it needs is to be better explored (if the nameds in there are really all that exist, it needs more content), some better loot (Sorry if my opinions on T5 loot are wrong, but the stuff that drops in there DOES NOT look T5 to me), and the quest for access needs to become more well-known. Maybe something really unique could be added to the zone for incentive - an idea that I've considered for a long time is a new spell quest (like Archaic, Murk, Refuge) could be added to that zone (and others, but I'll save that for another thread). An irreplaceable spell is a great incentive to do a zone - look at how people farm IP for spell frags. People make a huge deal out out of unique spells like these. I've been to the zone once or twice myself, and the rooted trees chain-stunning and destroying players who are terrible and can't run by them is pretty hilarious.

WTB people saying "have your dojo spell yet?"
i agree with this post. they should add some items with awesome clickies, maybe like, mana regen, heals, maybe even something crazy like a destroy clicky, and it would be cool to see a bp with a like concuss proc or something
 
maybe if there was a concuss proc BP it could have a spell mod to seperate it from other concuss proccing BPs, maybe 5 evocation? 3/4 int casters benefit from that mod so....
 
maybe if there was a concuss proc BP it could have a spell mod to seperate it from other concuss proccing BPs, maybe 5 evocation? 3/4 int casters benefit from that mod so....
+1 to this post. any devs around to take this suggestion? thx
 
So... just went to MielD for a buddy's quest, and despite rumors to the loot being buffed, this was not at all the case.

After nearly two clears to Muck Queen, there was not even 500plat to split between the whole group and none of us ended up getting our quest piece for Dornim. The experience wasn't much better, and considering the difficulty of the zone, something ought to be changed. There needs to be more cash across the board and either the mob difficulty should be toned down or exp should be improved. Boss loot could probably be looked at as well. I realize that devs have their hands full with 2.5, but once the dust settles post-launch, I would like to see love for stuff like this and the QOL Thread.

Cheers!
 
Things deserving consideration:

Tweak named:
Windstone -

zir - off the charts crazy, 3 different AEs

Death's head - this mob is purely used to gear scrub alts, because on tier it would ANNIHILATE any group. Also if the spider is positioned in such a way, the adds wall. The poison ae needs to be tamed.

Lugworm - the port mob is currently broken, thus the named is inaccessible.

Rock mob - supposedly there is a named rock, that no one has ever found? We cleared all the white cons prior to respawn, nada. Zones been out for nearly 2 years, just a thought.

Starla - speaking of, nearly 2 years and we still haven't figured out her loot table? (The stated reason that the water tunnel is blocked) at this point, what can I do to contribute?

Windstone trash -
the yellow con rocks don't seem to function appropriately? Their huge emoted DS fades almost instantly.

Fourstone miners - make the blind resistable w a high adjust. Otherwise I can only think of one trash and one named in the zone that require resists. And no one cares enough about PR to adjust dor the blue bugs. Most high tier tanks have good MR thus dwarf isn't really a resisting priority either.

Alternatively, a blind cure c licky usable from inventory would be amazing. Afaik one does not exist in game.

/rabble /rabble /rabble
 
zir - off the charts crazy, 3 different AEs
Agreed. Zir was only killed once with a gm watching before it got "tuned", aka beastmoded. Either the mechanics are broken or someone added an extra zero to the AE.

Death's head - this mob is purely used to gear scrub alts, because on tier it would ANNIHILATE any group.
Agreed. This pretty much summarizes all of MielD as well.

Also about queen: It's sad that having tomes drop and playing the queen mini-game is mutually exclusive. Maybe allow the mini-game after for fun if you choose the other option?

Also about trash:
-Remove the 2 quarrymasters iirc on the far end of the bridge. The combination of mobs that FD you and the bridge being totally bugged out that you can get warped under it is just a bad idea.
-The trash has too much health or there's just too much of it. Takes around double the time to get to deepest parts of windstone compared to the deepest parts of EF. Maybe some kind of quest that will port you the halfway through the zone.
-The money is horrible in this zone which only adds to the misery of the incredibly long trash clear.
 
Things deserving consideration:

Tweak named:
Windstone -

zir - off the charts crazy, 3 different AEs

Death's head - this mob is purely used to gear scrub alts, because on tier it would ANNIHILATE any group. Also if the spider is positioned in such a way, the adds wall. The poison ae needs to be tamed.

Lugworm - the port mob is currently broken, thus the named is inaccessible.

Rock mob - supposedly there is a named rock, that no one has ever found? We cleared all the white cons prior to respawn, nada. Zones been out for nearly 2 years, just a thought.

Starla - speaking of, nearly 2 years and we still haven't figured out her loot table? (The stated reason that the water tunnel is blocked) at this point, what can I do to contribute?

Windstone trash -
the yellow con rocks don't seem to function appropriately? Their huge emoted DS fades almost instantly.

Fourstone miners - make the blind resistable w a high adjust. Otherwise I can only think of one trash and one named in the zone that require resists. And no one cares enough about PR to adjust dor the blue bugs. Most high tier tanks have good MR thus dwarf isn't really a resisting priority either.

Alternatively, a blind cure c licky usable from inventory would be amazing. Afaik one does not exist in game.

/rabble /rabble /rabble


Sounds like people shouldn't be making new zones if they cant even complete/balance them.
 
People are failing to realize that Ethereal Dojo is not a 6man zone and it really shouldn't be discussed here on this thread, but since people are talking about it... It doesn't really need monetary buffs, what it needs is to be better explored (if the nameds in there are really all that exist, it needs more content), some better loot (Sorry if my opinions on T5 loot are wrong, but the stuff that drops in there DOES NOT look T5 to me), and the quest for access needs to become more well-known. Maybe something really unique could be added to the zone for incentive - an idea that I've considered for a long time is a new spell quest (like Archaic, Murk, Refuge) could be added to that zone (and others, but I'll save that for another thread). An irreplaceable spell is a great incentive to do a zone - look at how people farm IP for spell frags. People make a huge deal out out of unique spells like these. I've been to the zone once or twice myself, and the rooted trees chain-stunning and destroying players who are terrible and can't run by them is pretty hilarious.

WTB people saying "have your dojo spell yet?"
This guy teehee
 
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