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Aganazer
02-12-2010, 04:57 PM
I failed my first town. No big deal since its the first one I've ever lost. Pit trap from 2 to 6 then a town attack.

Today I tried three escorts. None of which lasted more than 30 seconds let alone made it to their destination. Two rescue missions had a similar outcome. In DDO hirelings drink pots occasionally when hurt. That might help escorts in Din's. I know I can drag and drop a food or a pot, but the escorts die in one fight before I would even have a chance.

Combat difficulty is feeling good, but respawn is still a bit extreme especially for lower dps builds that spend a long time clearing a level. One town attack and you're back to square one on clearing a dungeon level.

FloodSpectre
02-12-2010, 07:02 PM
Definitely agree on the overall difficulty, my rogue is doing rather well for himself. I haven't quite had the same trouble you have with rescue missions, but the NPCs in the dungeon do appear to be overly aggressive toward the monsters. An adjustment to their vision range might help, keeping them from seeing distant enemies, and therefore preventing them from trying to clear the dungeon for you. ;)

Iane
02-12-2010, 08:11 PM
What about a Mobs vision and cast range - I can run a screen and half from a mob and still have ice storm cast on me :(

Aganazer
02-12-2010, 08:15 PM
Three towns down since .903 and no problems finishing a town!

I'm playing a Magician/Druid with Arcane Swarm and Mana Regen buff. No cave-ins! Earthlink, Teleport, and Magic Shield will make some nice filler. I like this combo a lot!

The Mana Regen buff has no cooldown, but the Strength of Stone buff in the same class tree does have a cooldown. Is there a reason for this?

Arcane Swarm will often go through walls and closed doors when picking random targets. Maybe it should be checking LOS when picking those random targets?

Magic Shield is pretty good, but not great. I don't see any point to the duration on the buff since it already has a long cooldown. Making the duration as long as the cooldown would be a nice QOL change without making it overpowered. Then it could be cast when its convenient and I could show off the nice sparkly effect a bit more. It looks really nice BTW.

Iane
02-12-2010, 08:24 PM
Running around an oil barrel will slow character down as if oil is on ground

Bruteman
02-12-2010, 08:38 PM
Still having issues with Defender's block skill using way more mana than it should when confronted with several enemies.

FloodSpectre
02-12-2010, 09:31 PM
I was able to finish my last town immediately when I reloaded from my save in .902. However, the new dungeon in the new town has an interesting issue. The doors in the dungeon all appear to be locked with a 70% chance of successful picking. When I attempt to pick the lock, it tells me in the event log "Lock picked" but the door remains locked. I can do this dozens of times with each door and never actually get the door unlocked. I have 1 point in lock picking, by the way.

Aganazer
02-13-2010, 12:53 PM
I just finished a very nice town. Most things seemed to be working well. I'm still not a fan of the respawn rate, but other than that I had a great time.

I was able to complete 1 out of 2 rescue attempts. If there is ever more than about 3 MOB's in the area where they are then they die.

While on a different level from a boss that I had a quest to kill, I got a message saying the boss fell to another level. I didn't think bosses could change level but they most certainly can. That is pretty cool by itself, but had I missed the message I would have been very confused when I went to find them. They either need to not be able to change level or have their quest updated if they do.

If I use up a dungeon item that disappears upon use like a haste obelisk, it will destroy other things around it when it disappears. I lost a lifestone that way. I've seen a similar thing happen few times now.

Also, now that I have a lot of characters, I noticed that the mousewheel doesn't work on character selection.

Archon
02-13-2010, 03:18 PM
A couple comments:

- I think it would be a nice touch if when you regenerate mana from a shrine the pluses that swirl around your character were blue instead of green.

- Would it be possible to have a 'any level' as a dungeon level or be less specific with the location info if your not required to kill monsters on a certain level just to avoid any future confusion.

Cadfan
02-13-2010, 04:10 PM
Usually, if a quest is to kill X of monster Y, and it tells you to go to a particular location, that's because that location is guaranteed to have at least some of the monster you need to kill. If you took that out, you'd have people unable to find the monster they're after because they're looking on levels 1 through 4 and the monster is on 5.

Archon
02-13-2010, 04:23 PM
Usually, if a quest is to kill X of monster Y, and it tells you to go to a particular location, that's because that location is guaranteed to have at least some of the monster you need to kill. If you took that out, you'd have people unable to find the monster they're after because they're looking on levels 1 through 4 and the monster is on 5.

Maybe, although you could just have one of the townfolk give the player the level depth through some comment like "Scout's have reported seeing [number] [creature] on [dungeon] [lvl]" just to have a more natural feel instead of the way it's currently implemented. I just think it will be brought up by someone as a 'bug' after 1.000 even though it's working as intended and there may be ways to give level depth like with town gossip or some other method without it initially feeling off.

Aganazer
02-16-2010, 10:12 AM
While playing a fire/defender last night I noticed that I wasn't getting experience from MOB's that die from the fire DOT that is applied by all fire skills. Also, I wasn't getting experience or quest credit for MOB's that die in a fire that I created to kill them. If I see a bunch of barrels and MOB's near it, it seems like I should be equally rewarded for being creative and setting those barrels on fire to kill the MOB's. It seems that I noticed that I didn't get credit for killing them on uprising type quests, but I did get credit for a boss that died in a fire that I didn't even start and was nowhere near when it happened.

Fire has enough things working against it already. Cave-ins can cause instant death. Smoldering enemies don't reward experience. Can't be creative and kill enemies with burning barrels.

I also tried pets again. Skeletons and Scree were still worthless. They lag too far behind to ever contribute anything meaningful to combat. Even when there are enemies nearby, they lallygag around and prefer not to participate. My skeleton archer was lucky to shoot one arrow every 10 seconds while fighting a particularly nasty boss.

On the bright side, my pure Ranger was totally awesome in every way.