Update 69 Preview 1 Quest Feedback: The Safehold

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Vox

Well-known member
The path to the scythe crest is a bit harsh with all the non-resistable/non-savable arcane zap BS, but was manageable.

Debris gfx blocking the north path from the start are not showing when viewed from the south side.

The quest is very very short? I really hope this is lv 2 or 3 of the dungeon because it really doesn't feel like it's worth the price of the expansion especially as this appears to be a main/story expansion quest.

Kudos to the art team, textures look pretty good.

Is the DM Cindy Robinson? She sounds really bored.
 
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kimberlyte

Active member
I ran this on my main, lvl 13 cleric on r1, level 7 IoD gear.

I liked the decor, although I'm playing on a dated potato level pc. I love the feel of the end fight room, and think the designers hit the mark for an abandoned elf city. The story at each crest was good, and overall storyline were fine, although it rhymes more than a little bit with Moria in LotR. It was only missing drums in the deep, and the demon was close enough to a balrog.

The library was the toughest room. Those Nothic Seekers are nasty with force damage once you get 2-3 at a time. I found the end boss easier than the miniboss + friends in the library - I had to run back outside of the room to kill them one at a time.

The sound of the wild magic zone reminded me of something else in the game. For a sound tied to the new core mechanic that launches with Myth Drannor, please don't reuse sounds.

The barricade by the snake crest partly disappeared on the entrance side after I ran back and opened the snake crest door and did the optional there. However, I was still blocked from passing. It would be best for that barricade to fully open after doing the optional, because that long run back to the end fight will never be done by a group apart from maybe someone with d-door after looting the end chest.

I'm hopeful that this colour scheme and general theme of decay will be present in some form in the wilderness areas, perhaps as trees in autumn colours losing leaves on the edge of winter, etc. Sharn cogs is beautifully done. Feywild was good, but I would rather have had warm yellows and greens than cold blue tones dominating. IoD wilderness just felt sparse, leaving Saltmarsh as probably the prettiest and most thematic wilderness since Cogs. The wilderness for Myth Drannor will be the make-or-break on whether I pre-order or buy it later with points.
 

Vish

Founder and Winner of DDO
copied over kil, 32 spellsinger bard
i couldnt find sir pointsalot, didnt have shards for chest rerolls

did r1, solo
pretty easy. lot of looking around first time, crests easy enough to find.
monsters seemed fine, carrion crawlers nice, the chaos monsters gave me the most pause. i did die once to the scrounger at the top of the stairs, didnt heal in time. was testign my defenses against these creatures
had an issue with the mace crest, i couldnt mouse click it into place , had to use e interact button
theres a chaos magic spell area that overlaps the mace crest placement, also the chaos magic hall couldnt travel through, incomplete graphics for a cave in look area. not enough to do any fighting in ? didnt know why it was there if for dressing.
missing dressing, like furniture, just looks skeleton. especially end fight with demon. looks like that is base form and there should be adds scripted in there. and a crest interaction that i didnt do til after i killed the demon. boss was easier than the mobs.
oh it was the naga in opt? area, gave me a lot of negs. that was a rough spot for a minute.
looks like a short quest really.
2 shrines in good place. opt has chest.
did it in like 20 min first time through.

had good animations with dialog. tells a story. xp was 69k on r1. decent for short.
 

in4theride75

Well-known member
I get this graphical issue every run. When entering the main hallway the hallway is filled with an obstruction but as soon as the door with kelgloth is opened this obstruction becomes transparent from the quests main hallway entrance.
 

Matsu

Well-known member
I copied over a level 32 Monk and ran a quest, I think this one on r1, I bought a level 27 Cleric Hireling along for some healing.
I say I think it was this quest, I was going to login later and review my quick notes and write up a better review, however...

I had graphical problems, some of the walls weren't aligned, many of the new mobs seemed to lose their skinning and be this dark green skin.

Mobs and the hireling had many issues with the terrain and moving around the quest. In some cases it was like they had invisible walls and I didn't. In the lecture hall like room, where there are stairs and levels mobs and hireling kept attempting to get onto the stairs from the level but were walking into the solid side of the stairs.
The displacement beast teleported into a wall and got stuck.
My hireling couldn't figure out how to use the ramps in the Library.

Mobs kept appearing and activating like ten seconds after I passed. It was very annoying to have to back track and clean up.

My character was doing approximately 20% less damage to the mobs than on live in somewhat comparable quests, R1 Vecna.
Even though I was doing significantly less damage from bludgeoning, the mobs did not feel like bags of hp. I did not have a chance to look at how my falchion wielding elven fighter, so if this is just a bludgeoning loss these mobs will not have enough HP and will need toughing up.

My special attacks, Jade Strike, Stunning Fist, Tomb of Jade, were ineffective against most of the new mobs, All or Nothing failed to clear a single mob. I think I did land one Tomb of Jade attack, out of dozens, including jade strike, stunning fist and quivering palm whose save is in the low 100s.
Reapers on the other hand... Why are they (Carnage and Fear) in the quests if they have like zero chance of saving and no hp? I just thought maybe these are the level 13 reapers and not the level 37 reapers.

The fight I think was optional at the top of the library was the toughest fight, mostly because all the mobs that didn't appear activate on the way up the ramps showed up later as the fight started. It made the strategy of attacking and backing up and attacking again the mobs as they became spread out ineffective. It is possible that is working as intended, but it just seemed wrong.
 

Lominal

Active member
I wouldn't mind the wild magic zones being more visible, they were hard to see sometimes. A few of the mobs spawning in rubble get trapped and can be damaged or move. The visuals for this are amazing, kudos to the art team for killing it again.
 

PurpleSerpent

Monster Hunter of Moderate Renown
Alright, my thoughts on this one:
* The Naga is cool! I am a bit confused by why it looks like a Guardian Naga - if I remember correctly those are supposed to be the Lawful Good ones, although it's possible they're just stuck following their orders to kill on sight.
* Helmed Horrors are back! Yay!
* It is a bit weird that the final boss fight only contains trash if you run over to activate one of the summoning circles - something I suspect most characters will be staying away from already since that area is a Wild Magic Zone, but the main platform isn't.
 

Epicsoul

Lava Divers Assistant to the Regional Manager
The Safehold Feedback on R1

Pros:
  • Mob Diversity: The quest features good diversity in the types of mobs encountered.
Enemy Feedback:
  • Optional Boss Deathgaze: The damage output of the optional boss Deathgaze needs to be increased, particularly its spell damage. Very cool design btw.
  • Glabrezou: The Glabrezou's damage needs to be increased quite a bit. Additionally, the Glabrezou should remain aggroed on the player throughout the fight after it teleports; otherwise, players will always have a chance to drop aggro and regroup everytime the demon moves. This fight offered zero challenge and was boring. Increase the damage and over hostility of this thing.
  • Dretches in Final Fight: The dretches in the final fight did not spawn unless I approched the spawning circles closely. This needs to be changed to ensure players fight the mobs throughout the boss fight. Also consider adding more mobs than dretches.
Miscellaneous:
  • No Exit: I realize this is Lam, but please make sure there is an exiting at the beginning or at the end of the quest.
  • Stuck Zombies: Some zombies at the beginning appear to be getting stuck in the rubble.
 
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rabidfox

The People's Champion
No Exit: I realize this is Lam, but please make sure there is an exiting at the beginning or at the end of the quest.
You spawn into a hallway with no door, which makes no sense. How did you get into the hallway?
And please don't make them trick/troll doors like some of the ones in the Cogs that either don't exit (or only let person out before breaking).
 

Solarpower

Well-known member
Repeating quest of the repeating repetitions...
Well, at least it's not "pull 100 levers all over the dungeon" this time. It's "find 100 crests all over the dungeon" ! The variety... ?

(And we've already need to find 4 seeds in the "Seeds of Decay" ! Changing "seeds" with "crests" won't make it more interesting.
It's like I'm back to Neverwinter Nights again. ? That game's developers were obsessed with the "Find 4 something" quests. The whole game we did nothing but look for 4 things, different in each act. ?)
 
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Andu Indorin

Well-known member
Suggestions/Observations:

The starting "Message from Kelgoth" is easy to run right past. Perhaps add a "sparkly" to signify it is important to the
story line?

Mace Socket sometimes cannot be targetted with mouse, requiring use of Q or E keys. Is this WAI? Or is
the Wild Magic in the room somehow blocking it?

Advantage_Displacer_Beast.png

Displacer on a column pole (SW corner of "displacer room"); advantage Displacer Beast. I also had this
happen with a couple of the skeletons. You might need to trim the columns somewhat.

The messages from the Wizards Past, as they appear in yellow text on the screen, might have a longer duration so that
slow readers like me can get the message before it disappears.

End Fight Mechanics: in the Finale of the Safehold, there are breakables down below, left and right ... for
any going for the vandal/ransack bonus, a natural thing to do is jump down first, possible spawning the dretches
before the boss. This makes the end fight somewhat easier. And on subsequent run throughs, players will
anticipate this and may go after the dretches before engaging the boss. Were I to try to resolve this, I might add
some specific nastiness to the wild magic, say reverse gravity (ala ToEE) or whirlwind vortices. Or is something like this
already planned. Also, MORE spawning dretches please! And, also, does the boss ever teleport down into the lower
area?

The Colonnades on the walls are aesthetically pleasing, but does everything have to be so "drab"; just because
these are ruins doesn't necessarily mean they have to be an excessively "run down" in appearance? While common sense
supports the drab appearance, it would be nice to see a little more of past glories shining through. (Spoiler)
And if end boss has been around since the Elves summoned him, might this room have avoided the erosive
effects of time?

One might also make placing the final Octopus Crest in the socket part of quest completion, just for consistency
and bringing the back story to its conclusion.

Impressions: Quest seems rather simple and short, especially for a Level 13/35 quest level, more so for "fabled"
Myth Drannor.
 

Aaabbbcccddd

Just a friendly Spectator
I really did't like this quest for the reason others and myself already have mentioned.
It looks good but it has nothing special in it.

It would be cool if you can blow up the barrle in the rubble to create a shortcut.

I also would love to see an return of "optionals, that matter" I have only one good example right now, which is into the deep where the endfight actually gets easier if you do the optional. Ususally optionals are pretty dead if you just go for reaper exp, but those optionals that actually change the dungeon in some form could be made worthwhile even in reaper.

The boss has a huge room to work with but he just teleported once, I would love to see him use the room a bit more.

Not every quest needs a gimmick but it would be cool if there where a few more traps, it is a safehold after all.
 
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