Detailed comments about Fractals of the Mists
Overall, I love the concept and the feeling. Great job. My comments come from the perspective of a level 46 fractal player and are intended to apply to all fractal difficulty levels. My primary concern is that some fractals are strongly disfavored relative to others. Many of these disfavored fractals are simply way too time-consuming, while a few of them have fights that are too hard. In particular, some of the boss fights are a bit of a “snooze fest” where everyone knows what to do and executes for period of time that is long enough to demonstrate mastery of the fight, but the bosses have so much hp that the fight gets genuinely boring. And, as a general comment, the loot increase in the 30s, and 40s is just absolutely nails-on-the-chalkboard hideously bad; 30s are harder than 20s and 40s are harder than 30s and the loot needs to clearly reflect that. Let’s talk about the individual fractals in detail, in whatever order my caffeinated brain picks:
1. Grawl:
a. Veteran shamans spawn too fast and run too fast. Profession CC is (rightfully) limited for pvp, and I think this part expects too much communication between a group. Unless all 5 people know each other and are communicating in a voice program, chaining CCs.
b. I’d like to see the vampire bats grouped up right where the 1st bat is, and a cinematic where they appear out of nowhere and race down that tunnel towards the group. I think this would be theatrical. The rest of the place until the boss would be empty.
c. Imbued Shaman: The lava elementals are just too many and too much damage; in my experience this is by far the #1 “ragequit” fight. I’d like to see this phase encourage the party to group up (boss should stop his agony arrow for X seconds after eles spawn) in order to aoe down the eles as a counterpoint to the general strategy of spreading out. This would make the fight more dependent on learning and practicing the movements rather than just a panic of projectile deflection + healing + running around + etc. It’s a good fight, it just needs to be tuned and it needs to have some overall plan to the encounter.
2. Cliffside: This fractal is just too long.
a. The cinematic needs to make it clear why these people are bad and need to be killed. Have the cinematic include a shot of the boss talking to an avatar of Zhaitan or something.
b. The 1st boss fight and the ankle seals need to be condensed and the 1st boss needs his health cut in half. When the party fights him on the ground, at 10% hp (10% of the already reduced 50% hp) he should teleport up to the ankle seal and summon a single non-veteran cultist. It needs to be at 10% hp because his moves are strong in a tight fighting space. The single cultist keeps respawning until the seal is broken; this makes it exactly clear, for new players, what to do and is fast enough for experienced players. Also, the ankle seal needs to break in 1 hit. Thus, all the mechanics are explained in an efficient manner.
c. The set of planks before the arm seals needs to be removed. The various planks are a great idea, but this set has no special mechanic and just slows everything down too much.
3. Harpies: Ok, we get it. Platforms + knockback = annoying.
a. That said, leave all the harpies in
b. Flame Shaman needs to have his hp cut by 50% and ettin’s hp cut by 25%. They just slow everything down too much.
c. The hp on all the asura’s golems should be cut by 10%. This is just for pacing; the alternative is to speed up the harpies by removing some.
4. Old Ascalon: LOVE LOVE LOVE IT. But please stop the NPCs from rushing the siege gear while 3 packs of ghosts are still alive >.<
5. Swamp: Great twist on the general idea of a dungeon (e.g. pull pack, kill, pull pack, kill, etc.).
a. Adding 10-15 seconds to the wisps would be nice, but that’s just me
b. Add more light and contrast to the trees that pop up to block passage; they are very dark and it’s hard to tell where good jumping spots are. A little goes a long way.
c. Cut Mossman’s hp by 20% and Bloomhunger’s hp by 30%. On this fractal, the “boss” is the swamp itself.
6. Underwater: Cut Jellyfish Beast’s hp by 30%. Good design and mechanic, just takes too long.