Dragonbrand Server
Revamped Ascalonian Catacombs
Dragonbrand Server
The first time player should be introduced to teamwork, environment interaction and timing reactions.
Common Fights
- The Burrow
I don’t really see a point on this since you can simply ignore it without any consequences.
My suggestion would be to remove it from the botton of the stairs and make the following traps an element of surprise. A stone button activating spike traps or darts being shoted from the walls. The same goes for the flame traps on the stair and walls, making the first rung of the leader a trap to activate them. All traps possible to jump over the “trigger” without activating.
- The Spider Queen
As I stated before, the first four dungeons should have progressive mobs along the paths, saving tougher monsters when closer to the end. That is why my Spider Queen would be a champion, maybe very close to the legendary HP/Deffense we have now, but still a champion.
I agree with the small spiders but I hate this boss appearing from nowhere. It should appear from the corridor, breaking down the doors, very loudy and without a cutscene.
Her abilities would consist on:
- Single target pull.
- Small AoE knock back when many enemies hitting on melee.
- Small AoE poisonous cloud with a very long range.
- The conic immobilize we already have with the addition of a new condition (don’t know if I can classify as condition), a debuff which slows your movement speed on 50% and can be removed only when dodged, caused by the remains of webs on your armor.
- An enviroment reaction at 70% and 30% of it’s HP. It becomes invulnerable and start punching the ground making several rocks falling as small AoEs and knocking players down.
- A basic attack.
Kiling her would generate a waypoint on the center of the room. The following corridor wouldn’t have any graveling and the spike traps replaced by falling rocks.
- Cave Troll
I love this event. But I hate our current troll. No troll on the game, not a single one has this bouncing hadouken. And that makes me question who the hell had that idea and who the hell approved? That is why I consider essential remove this attack from troll and decrease his classification to a champion. Why? Because this would give Kholer victory 100% of the time when fighting each other (Legendary > Champion) and I think Kholer respawn timing should change depending on the path of choice and having an enemy plausible to kill without him is necessary.
- Liutenant Kholer
This guy is amazing. A punch on noob’s face and their moral. I do like his mechanics but I don’t think 5 recent 35 players can kill him. I’d rather decrease his attack power and remain with speed and variety of movements. A very good boss to teach you how to dodge on the right time and how important cross class combos can be.
And as I said above, on Path 1 Kholer should appear from the ground only after finding the first flame scpeter piece and only when getting closer to his “arena”. On paths 2 and 3 he would appear right after defeating the spider queen, but again, only when getting closer to the place he stands (any of the stairs).
Dragonbrand Server
The Second Half
The second half of each path has very singular mechanics and they already require enough teamwork and coordination, there is no real reason to completely change them. Just small adjustments to the original features would be enough.
What should change at Hodgin’s Plans path?
- The elite mobs on the first scepter piece should be decreased to veterans category.
- When helping Hodgins to locate the flame scpter pieces, only the Breeders (or any of the other specific types) should be on elite category, the others should be decreased to veteran category.
- When exploring the graveling tunnels on the way to the Howling King there should be less mobs and more traps on the way.
- The Howling King should have a slight decrease on the attack and HP values.
What should change at Detha’s Plans path?
- The way to the Ghost Eater boss should have ghost patrols (1 elite + 2 veterans) instead of gravelings.
- The Boss AI and mechanics should be revised, since they don’t always work as intended.
- The traps have a design very similar with Asura technology, I think it should be changed to something more similar with Charr’s industrial style.
- Slight decrease on the boss attack and HP values.
What should change at Tzark’s Plans path?
- Traps instead of ghosts on the way to the Lovers Spawns.
- The mobs at the Lovers Spawn should be decreased to Veteran category.
- At the Hall of Champions Burrows only Breeders (or any of the other specific types) should be on elite category, the others should be decreased to veteran category.
- The Boss AI and mechanics should be revised, since they don’t always work as intended.
- Slight decrease on the boss attack and HP values.
Dragonbrand Server
(edited by Redfield.6174)
Stupid NPCs
Everyone learned to hate Hodgins after just a few minutes playing this dungeon for the first time. Tough NPCs who resurrect downed allies and with real impact abilities (what about a real water field for our good flame scepter guy?) is a must from this to the last and every ever implemented dungeon.
The Impact on Rewards
With such changes, the normal mode of the explorable dungeon would be much easier and faster for veteran players than already are. That’s why tokens, silver and experience gained would get a nerf.
- 45 tokens instead of the original 60 after completing any path for the first time.
- Each champion boss (Spider and Troll) would have their silver reward reduced to 5 instead of the original 10.
- The total experience gained after completing any path for the first time would be decreased to 45% instead of the original 70%.
The buffed chests:
- Every player from level 35 to level 80 would have the same chance to drop a unique and tradable exotic gear. Not only the flame scepter but a few more itens acquirable only on this dungeon.
Dragonbrand Server
(edited by Redfield.6174)