I saw
@Ictinus mention on Discord a while back that feedback would be better put somewhere the developers are sure to see it, rather than just randomly strewn about on Discord. So, with that in mind, I'd like to give my thoughts on where it stands, and invite everyone else to chip in with their own (constructive) opinions. It's been a few days now, and I worry it's going to get neglected pretty quickly for a few reasons.
First and foremost, mob density is a problem to me. I have to say I really dig how strong the mobs are, especially one or two of them at a time. Dangerous, but not outrageously so. It's great. The problem lies with the groups of 5+ (sometimes up to 10!) that cluster in a handful of rooms. This does two major things: first, it insta-kills people (not fun), and it means there's less mobs to hunt in practicality. What mobs do break off of these clusters, have a tendency to wander quickly and can suddenly overwhelm you. Given how hard they chase, and how dangerous moving from one room to another is in an area with wandering strong mobs, this usually means you just die without any real recourse. Forcing the mobs to spread out better would go a long way toward fixing this.
Second, blackout. Overuse of blackout makes fighting mobs more like staring at a screen of blank lines, hoping you don't die before the mob does and guessing what you should be doing. Maybe some kind of mitigating factor like a blackout defense or giving mobs a condition to their blackout attacks would make this more interesting, but as it stands it's just too much blackout to really have fun with.
The two of these things kind of get exacerbated when you add the constant threat of pvp into the mix. It's really hard to jump someone, or respond to getting jumped, when moving one or two rooms away can mean you just die (from full) to 3+ wandering mobs instead of the person you're fighting, even if they've cleared a bit before hand. Some risk in this regard is great, but it's a bit overtuned right now I think. Any movement in the wrong direction can mean very quick death, which kind of gets in the way of good fights.
I don't really feel like these would be problems if this was just another bashing spot, but this is the Underworld! I don't want to see all the work done on that new dynamic system lost to people avoiding the place, and I don't want to lose the opportunity for a great new conflict zone.
Comments
New UW is very exciting, and I can't wait to explore all the new content when I find some free time. I just feel like the trash mobs, however, largely prevent that from happening right now unless you are Atalkez-level stubborn
Results of disembowel testing | Knight limb counter | GMCP AB files
That shadow giving frozen/hypothermia was fking amazing tho.
I wouldn't mind the restoration breaks if denizens didn't clump together so much. That's one of the major problems when you run into the huge groups, though, since you can never get away.
I don't really mind the 2h mechanics, personally.
Unphasing mobs are annoying too.
But yes, that's another issue. Automation is so easy to do in a mud client that a lot of things are only challenging until you get the trigger line for them, at which point the computer's literally inhuman reaction speed serves to trivialize that mechanic.
Blackout is a stupid aff for mobs to give
I haven't been down to the UW yet, but it seems like most mobs in other areas are tuned fine singly or in pairs but the movement mechanics means anything that wanders are going to have more than the balanced amount in a room. Things like fire elementals entering and killing you in a tenth of a second because 2 of them set you on fire then instakilled you at the same time should be looked at.
Having everything crittable is a huge improvement over Yggdrasil, but I can vouch that the blackout is the most frustrating part of the mobs there. The mob clumping is also an issue, especially near the spawn where its not uncommon to see -way- too many mobs in one room.
There are 5 undead assassins here. There are 5 pale shadows here. There are 6 grotesque experiments here. There are 7 ethereal swordsmen here.
No one likes that, if it isn't an instakill just walking in, it will be a death sentence as the mobs chase you down.
I might be an outlier here, but I've enjoyed the most of the denizen combat (honors mobs included! Huge improvement over the feeling of impossibility from the Titans), and trying to avoid certain afflictions for certain mobs to avoid bursts or hinder. It definitely isn't worth doing for the gold and xp over just grinding out an area like the Catacombs or Annwyn, but I've found it fun.
I'm fully level 3 artefacted with nearly every talisman you can get, and even with a highfavour, runes, and the memento items I got steamrolled in the UW in Dragonform.
Overall content should be soloable. Right now it is possible to pick through some parts, but realistically it isn't possible as a whole.
I could get along with the Elemental event and Greater Elementals needing max arties and a tanky class to sniff at because that was meant to be a group event. An area that was historically a PK and bashing ground not being soloable is just kind of meh.
The general mechanics of blackout, mob hamstring, instant level 2 breaks, and massive afflictions is just kind of not fun too. Especially when I can go to Annwyn and bash things faster, they drop as much gold, and I spend 10% of the curatives.
I realize the UW is crittable, but while we're talking about bashing overall, the "not crittable" things need to stop too. I've spent over 6000 credits to be able to kill things faster via critting more. To remove that bonus is just a kick in the pants and spits in the face of the people who have bought artie armour, crit paragons, maya figurine, and crit pendants. Not cool! Honours mobs I get it, but stuff like Azdun Crypt big mobs, Greater Elementals, some Tsol'teth, etc. make things not fun.
The mob grouping up needs to be fixed as well if content is going to continue to be released that involves roaming mobs.
RP wise adventurers and artefacts are supposed to be fairly strong, and to have so many denizens added that can kill 99% of the game in seconds kind of feels wrong. Honours mobs are fine, but having "normal" denizens that can kick the shit out of anyone feels wrong.
To finish on a positive note, because I truly do like the innovation - having mobs be able to smart afflict and be more powerful is awesome, and I hope this continues. Just need to scale a few things back.
balance stuff for the mid range players, dragons and those with arties. Group hunting areas would be ok but if you walk into some rooms someone gets gibbed and it is good game. If you made the aggressive mob (the one hit) pile on affs while the others do hindering stuff, or allow for kiting or mobs that need to be interrupted with battlerage affs at key times would be neat.
Tl:dr current game mechanics makes “challenging” pve content hard since there’ll either be cheese strats or completely ignored.
Am with nature
I was hopeful that making everything crittable would solve the perception of things being not worth doing. As it seems like even that isn't enough to offset some of the difficulty, I will take another look at the tuning / aggressiveness at some point today.
- Blackout chance has been lowered (Until I went looking into the minutiae nitty gritty I didn't realise quite how common the frequency of this was, so that should be much less tilting now).
- Chasing speed lowered slightly.
- Attacking speed lowered slightly for some of the mobs.
- Double dipping on freeze/hypothermia in the same attack tweaked to be one or the other.
Re: unphasing, this is already extremely rare so if it's happening all the time, msg me with the mob ID and I'll take a look at why that might be.
Edit to add: Resto breaks shouldn't be happening directly, unless the mobs prep you first. This can be avoided in all the standard ways.