The Tears of Elael: mob summoning

Still curious about this one. I'm hoping that no response means the idea might be good, just implementation isn't high priority. If its decided at some point that this isn't going to happen a dev post to alleviate curiosity would be nice.
 
Gonna go ahead and add my 2 cents.

So when the new raid zone came out and we found out you needed ether orc or goblin faction,I was excited to try new content.

As a Ranger with a mix of T8 and T9 gear, I find this zone to be a bit of a pain yeah we can track the mobs below the supplier and wait to get one solo"if its not static spawned in a clump of others". over what felt like a very long time this zone became rather un-fun I ground my way to dubious faction with the orcs or close to it befor saying screw it.
"dont forget the QP's are fairly uncommon"

Solo is correct in pointing out how the person with a melee/healer box will have more options to get plat and quests in old world and new world content then any caster/kite class with the same tier of gear.Forcing kite class's to group and split up what they gain while the melee/healer box can just do things them self.

If you ask me heres the options

play a melee/healer own what you want ,keep what you kill.

play a kiter and be forced to group to get anything with substance done and split what you gain.

Pretty sure thats the definition of unbalanced.
 
Gonna go ahead and add my 2 cents.

So when the new raid zone came out and we found out you needed ether orc or goblin faction,I was excited to try new content.

As a Ranger with a mix of T8 and T9 gear, I find this zone to be a bit of a pain yeah we can track the mobs below the supplier and wait to get one solo"if its not static spawned in a clump of others". over what felt like a very long time this zone became rather un-fun I ground my way to dubious faction with the orcs or close to it befor saying screw it.
"dont forget the QP's are fairly uncommon"

Solo is correct in pointing out how the person with a melee/healer box will have more options to get plat and quests in old world and new world content then any caster/kite class with the same tier of gear.Forcing kite class's to group and split up what they gain while the melee/healer box can just do things them self.

If you ask me heres the options

play a melee/healer own what you want ,keep what you kill.

play a kiter and be forced to group to get anything with substance done and split what you gain.

Pretty sure thats the definition of unbalanced.

I agree, this zone seemed like it was a uniquely designed zone that offered alternatives for kites / dot'ers, and now it's become fairly standard in style, overly buggy, very laggy (FPS in this zone almost bottom line) and it has 4 or 5 of the most unpleasant npc abilities all in one place.

I suggest 4 things for balancing:

-Remove summon ability from ALL "a yiv scout", "a darksun scout", and rujik / yiv soldiers.

-Rebalance yiv/tur'rujik difficulty in light of the new zone lore direction so that ju'bor destroyers are comparable difficulty / exp to yiv captains.

-Make the insects "a war wasp etc etc" not social with orcs. So the poor fool that aggro's an orc or goblin has some chance at zoning the aggro, rather than getting mowed over by bard speed bugs that can rape face and generate social aggro.

-Reduce the amount of see invis mobs from about 90% to to about 45%, making the zone not safe to auto run, but less of a pain in the royal ass because of it's clipping lagg with see invis creatures everywhere.

Off topic suggestion: give the Kromtor Supplier something that counts as water, last i checked the drink like beverage was alcoholic, and didn't work for drink consumption. Allow scouts (yiv darksun) to transport you to their factions respective base. If you ally orcs a darksun orc will take you to the camp or something. Would encourage people to faction these factions, similar to the service the vah scouts in tarhyl's crags offer to those with apprehensive+ factions.
 
Last edited:
SEMI RELATED TANGENT TO THE OP, sorry in advance



First off, yes, wiz/enc is gimicky as hell, absolutely true. Its also obsurdly difficult to actually get good at, and even being good at it doesn't make little mistakes any less painful.

When I first read this I was like ok you convinced me I'm on your side. Then I thought about it after the fact and I have a huge issue with this:

You're arguing that wiz/enc doesn't compare to the efficiency of healer/melee with kills per hour, using this as a justification to make mobs snarable. If you're soloing, you have exactly the same amount of kills per hour on a wiz as you do with wiz/enc. So your best case scenario for this as a duo would be boxing two wizards and yo-yo kiting with aggro, with a snared mob? I just don't understand how making mobs not summon and making them snarable is going to drastically increase your kills per hour, short of just making it exponentially easier to do what wiz/enc already lets you do. I mean I'm not fundamentally opposed to this concept I'm just trying to understand what it is you're after here.

Also the bad stun argument is a completely irrelevant argument to the wiz/enc thing, which makes me think you kinda just toyed with the duo and didn't really try getting good with it (again, I've got nothing against this either, just trying to bring clarity to the argument). That zone is literally the most difficult thing I found doable with wiz/enc before the dps threshold becomes too high for the whole thing to work, and a mob or two are beyond that threshold.

First, enc/wiz is not as fast as solo wiz. Solo wiz = snare, then pure dps. With the duo you sometimes have to rerune which wasted time. Additionally, if I can solo its way more enjoyable and provides almost half decent experience.

The bad stun thing is more in relation to getting random adds or trying to be efficent and letting your rune run thin.

In the end, I simply dont understand why this zone would need to be so full of summoning mobs. I really enjoy soloing an outdoor zone on occasion and if that was an option for the quests here it would nice.
 
Out of curiosity why can't a wiz/pal duo this stuff
 
Because it hits very hard. Bango might be able to handle some of the easiest mobs... but that doesn't fix a whole lot
 
Just wanted to bump this. Still never heard any dev input as to whether its desired that many more mobs summon since the level increase. I think in the other thread it was revealed that whatever dev changed the levels didn't realize this would cause much more wide-spread summoning.

Reasoning for both sides have been posted in this thread, if there could be some sort of statement like - we will make less summon OR we will leave it as is OR we don't know/care at this point (silence is kinda this choice, but one of the other two would make me stop bumping the thread and wondering if/when this will ever change)
 
I would like to hear some more about this. It would be nice to have another zone to play around in as a ranger other then Remn.
 
Zaela has been really good at addressing some of my concerns, and it appears this zone is inteded to be as difficult as it is. Maybe they'll fix it, maybe not.

Maybe the solution is to include greater reward for this high risk environment rather than suggest it be easier or more versatile?

The loot from this zone is terribly lack luster. It's exceptionally harder than remnants, even the feral area, and the loot/quest reward/exp does not reflect it.

There really isn't enough to allure people here. Even the sick loot from arendon/raptor (raid bosses) isn't enough motivation to traverse this area.
 
NGL mazi can CC like a mad man in ToE,its pretty good exp for us.but yes it would be nice to haave some decent solo kite camps and a bit better loot.
 
in the other thread it was revealed that whatever dev changed the levels didn't realize this would cause much more wide-spread summoning.

it appears this zone is inteded to be as difficult as it is.

I'm pretty sure when the zone got harder and less kiting friendly it wasn't intended.

Whether the current state of the zone is whats desired has not been clarified to my knowledge... We have awesome devs, but there are a ton of things that could use a fix/tweak AND new content to make, so its often a matter of just waiting until there is time to look at another issue (and people showing interest certainly helps).

The main problem I see here is that it's not really difficult for a healer/meele to duo most of the content, whereas a typical caster solo/duo either can't do that or its far more difficult. Kite classes generally get the shaft on trying to do most content without others help(especially quests).
 
Back
Top Bottom