Forging the Pact - bugs and feedback

Forging the Pact - bugs and feedback

in Personal Story

Posted by: Y u mad its vydia.6324

Y u mad its vydia.6324

Hi. There will be spoilers in this thread.

This is NOT about the bug that blocks progression. I have finished the mission. I have a few things to say:
1) Bugs: a. Agent Zrii blew up a barricade at the entrance to the cave, but the explosion or debris weren’t visible at all. No explosion sound either.

b/. As soon as I’ve hit the margin of the instance I got booted out instantly. This happened inside the big room where the Priory research team was supposedly making a stand (although why the idiots wouldn’t use the narrow room entrance to set up a defense is beyond me). I tried to go back but after taking literally two steps in the red hashed area I was booted. And had to start over again.

c. The Risen grubs inside the caverns are all spazzing out near their burrow holes, they seem stuck in them. It looks really weird. It fixes itself when a player enters aggro range and they start attacking.

d. Doing the quest the 2nd time, the Risen Plague Carrier meant to destroy the barricade leading to the first Priory research team failed to do so. He did knock me away from him and exploded, but the barricade wasn’t gone. I could walk through the barricade, but visually it’s still there. Screenshot attached. This didn’t happen the 1st time I was in.

e. The 2nd time I did the instance the monster attacking the 2nd research team was inside a wall. (see 2nd screen). My NPC squad wasn’t attacking him and he wasn’t attacking anyone either. At least he wasn’t invul. Incredibly boring and frustrating.

2) Feedback: This personal story is among my favorites, with the ones following it being even better. However, I have this to say:
The good:
It’s fun. Gz to whoever is in charge of personal stories in general. It’s obvious they are doing the best they can to make personal stories and fun and varied as possible.

Defending the first research team was VERY fun. Players had the high ground, a narrow corridor to work with and an undead zerg to kill. Plague carriers kept players alert. If there’s anything extra I could have asked, it would have been that the barrels in front of the camp would explode on player hit with different effects (chill, stun, knockback, anything). That would have been awesome

The last boss fight has very fun mechanics. I liked the huge abomination zerg, it makes players feel SO POWERFUL

The Bad:
a. This one is way too long. Imo it should be split in two, preferably after the first research team is rescued. Being booted out has shown just how long this mission is. Careful with very long missions, a crash or disconnect can make story a very frustrating experience because you have to start over.

b/. NPCs in charge of being useful: Their skills are purely visual, apart from combo fields, stuns, knockdowns, etc. I have tested this and Trahearne at least does 0 damage (and his HP is incredibly low, he’s made out of wet toilet paper). I have let him attack enemies by himself and their HP bars do not budge. All the others have incredibly low damage, basically the player is the sole damage dealer in there. A group of 3 Risen Thralls has killed both Trahearne and the Krewe Leader while ALL the NPCs were alive and fighting the Thrall!!!!. That’s pathetic. No one likes to babysit NPCs. They probably would have all been dead if I didn’t go back for them.

After I have rescued the first Priory team, apart from their damage being VERY low against the undead, they are downright stupid. I went inside the cave, but they wouldn’t follow. Apparently the krewe leader preferred to stay outside the cave and pull Risen with his rifle, even though they were clearly avoidable. This made the entire NPC squad stick with him. This has happened during both playthroughs.

A general note on NPCs: Please, please make them (almost) immune to AoE attaacks. They’re too stupid to avoid the small poison circles that grubs throw. They die. It’s boring. Also, only a few of the NPC squad will actually ressurect fallen allies. I’ve seen Agent Zrii and one other NPC doing revives, while others are just watching.

c. Risen health is way too high, allies NPCs deal no damage. It’s very boring to plow through the Risen, especially since defensive utility skills are highly encouraged here. Either lower the Risen HP or fix allied NPC damage. Preferably the latter. The last boss HP pool was absolutely ridiculous and the NPCs were doing 0 damage (tested, I stepped back and let them zerg him, after 30 seconds his HP was still the same).

d. Trahearne keeping a sermon when it’s obvious the group is about to get ambushed. (after finding the barricade) Hey guys, shut up. We’re about to get killed. Talk after, huh?

This is it. I hope it’s helpful to devs in making this a better experience in the future.

Attachments:

Malaakh. [EU] Desolation.

(edited by Y u mad its vydia.6324)