Showing Posts For shippai.2936:
Still stuck…
Edit: Opportunity for good PR – give everybody stuck a special title acknowledging the experience.
(edited by shippai.2936)
I realize there’s been a lot of discussion of this fight, but I would like to add another voice agreeing that this fight is still incredibly awkward:
camera issues: I play with my camera zoomed out and hate zoomed in/1st person views. With the room size so small, a zoomed out camera while kiting in circles makes for really awkward viewing. Yet, to zoom in and not bump into issues with the wall impairing your view, you lose sight of the incredibly large number of AOE spots on the ground you’re supposed to dodge. Either increasing the size of the room to permit easier kiting for those who don’t use 1st person angles or considerably reducing the number of AOE spots on the floor would be helpful.
spawn location: As is, people spawn in the center of the room right where the boss is fought and much AOE damage is occurring. If you die and reenter the room, it’s incredibly easy to get knocked down/killed almost immediately upon entering, particularly if you’ve died a number of times already and your armor is wrecked and/or you’re respawning with less than max morale. Perhaps spawning people on the perimeter of the room as opposed to the center of the room would make it less likely that people reentering the room are killed almost immediately upon entering.
Two other issues that seem to vary excessively based on the class played are issues with single-target DPS compared to AOE DPS classes, and classes that are more tanky and have greater self-heals versus those that are not. In a small room with the floor often mostly covered by AOE spots, a ST DPS class without self-heals is going to have a much rougher time doing this than a class that’s got more AOE DPS, a tankier class, or one that’s a combination of both. If the room size is increased to allow more maneuverability, it would greatly level the playing field and lessen the awkwardness for ST DPS/limited self-heal classes without necessarily making the fight “easier.” As it is, the space is too small to maneuver for ST DPS/limited self-heal classes without getting beat on constantly, and ST DPS to clear multiple mobs to move on to fighting the boss is not very realistic for those with limited self-heals.
Two more comments for story quests in general. Recent story instances are incredibly long. This isn’t a bad thing because, content-wise, more content makes for more interesting play. However, the longer instances run, the greater the odds that people have died a few times by the end of them, and the greater the odds for some people who have connection issues that they might DC and have to redo way too much. One easy solution for the first problem is to put a repair anvil or NPC in instances midway through the instances, especially right before the final bosses. This instance definitely could’ve used one. But, in terms of design, breaking up an instance or fixing it so that if you DC you come back to where you DCed from would be incredibly helpful. So, even if the resources aren’t available to enable people who’ve DCed to reenter the instance at the stage they DCed—something that would TRULY be appreciated—this instance could’ve been broken up into 3 parts – the caves, the manor, and the final fight. A DC and redoing one segment would be infinitely preferable to DCing and having to redo the whole thing.
Thanks for considering my comments.