I just wanted to list all the dungeons and see what can be improved NPC-wise:
NPCs in general
- We should be able to command to NPCs like “stay here”, “follow us close” or “skip” (as in “don’t speak your 100-times heard monologue”.
- NPCs all can run at light speed, so it shouldn’t be a problem for them to catch up with us much easier.
Ascalonian Catacombs
General
- Hodgins, Detha & Tzark at start really take their time to come to Priory Camp before we finally can make a path choice.
Hodgins
- Hodgins dies too often on the stairs towards the Archive of the Resting. Workarounds are easy, but if we all make it down, we shouldn’t have to use trick to get Hodgins do what he has to do.
- On the way to “help Hodgins loacte the second scepter”, he can skip the trigger by teleporting in the room where the WP appears if too many mobs aggro him. Doing this forces us to go back to the previous hall and run with him again.
- When the 5 scepter pieces are quickly recovered, Hodgins takes his time to allow the activation of the waypoint. This should go much quicker.
- If a guy comes out from the 5 scepter-pieces room before Hodgins was “activated” using the stairs, Hodgins is unmanageable and requires us to kill the mobs that follow the player. Hodgins is a scholar and should leave the fight to us.
- When going to the safe spot, hodgins again aggroes all the mobs and has a hard time staying with us.
Detha
- At the trap room, Detha should activate when we’re all there, we shouldn’t have to speak with her to “make her follow us”.
- At the trap room, Detha can bug out and not activate the trigger at all.
- On the way to the ghost eater room, Detha often aggroes all the mobs and she loses her aggro way too slow, making some parties bug out. She then has to die to properly reset and having her killed is a pain.
- Detha always tries to solo the Ghost Eater. This again is a loss of time. It’s good for us as she’s then dead and we can proceed as it pleases us. It still need to be improved.
Tzark / Grast
- Tzark has a hard time losing aggro in the first burrows room if we skip.
- Tzark sometimes bug after the 2nd burrows room if all party members port very quickly to the newly-appeared WP. This issue is not recoverable and should be fixed.
- As Hodgins in path 1, Tzark and Grast should stick with us and not aggro the various mobs on the way to the boss.
- On the boss, Tzark and Grast shouldn’t aggro the boss. They barely deal any damage, and we can get a hard time aggroing the boss as we intend.
- Half of the time when near a wall, Grast misses his shield while being with us, and not dead.
Caudecus Manor
Strangely, I have nothing to say against any of the NPC there.
Twilight Arbor
Nothing to say.
Sorrow’s Embrace
Fergg
Nothing to say
Rasolov
- The NPC is way too slow to retrieve his ore. Getting past this in a pug is hell.
I too rarely play this path to have anything else to add.
Koptev
- “No, no, no! We should go to the armory!” This is why I disable audio in SE.
Citadel of Flame
Ferrah
- Really takes her time to open the gate in P1.
Magg
- Magg can bug before defusing the bombs. Then he does nothing and force us to end the dungeon at that point.
- When retrieving the magmacyte, Magg dies easily and we often have to use a workaround to get him to his next point. The workaround is now the usual way to run it, so new players don’t even know why this is done: they just teleport to the entrance by habit.
Rhiannon
Nothing to say, this path is quite reliable NPC-wise from my own experience.
Honor of the Waves
Nothing to say NPC-wise for p1.
I too rarely play P2+P3 to notice anything wrong.
Frór (yes, with the accent!)

