Catacombs is the first level of Undermountain you will see. Remember, It is an open zone and you can use your mount here.
We would love to see any sort of feedback, but notes on environment collision, encounter difficulty and quest flow would be greatly appreciated.
Thank you and enjoy!
----
Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
Type: Bug/Feedback (Please only choose one)
If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use CYAN. If you are replying to another user's post, asking a question, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
<font color=cyan>This text will display in cyan.</font>
<font color=red>This text will display in red.</font>
Examples:
Bug: In Why Did It Have To Be Snakes?, I did not receive the promised reward.
Feedback: The Rust Monsters in Catacombs were too easy for my level 70 Rogue.
0
Comments
maybe this wont' be an issue after awhile, but on launch it will be so annoying as there aren't enough spiders for people to kill. and they die as soon as they spawn because people are waiting for them to do so. standing in one place and killing them as they spawn.
they are in a few places outside that room, but still could you add more? or a dynamic respawn ? or scatter them about the entire catacombs area and let them all drop the bile?
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
Guild--And the Imaginary Friends
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
Guild--And the Imaginary Friends
Guild--And the Imaginary Friends
If the player takes all 3 of these at the same time, and then decided to chase Flogg first, after the autoquesting (z path starts), the journal will switch to the cave ponds automatically. It will be frustrating.
Guild--And the Imaginary Friends
Except, it is not a mace, its a sword.
Guild--And the Imaginary Friends
Spider damage is bugged
--- not only is the damage excessive, it comes up as "green" and might be healing me.
== Examples
[Combat (Self)] Blade Spider gives 7136302 Physical Damage to you with Claw.
Blade Spider gives 5283575 (7136302) Physical Damage to you with Claw.
Witherbite gives 25165822 (27962026) Physical Damage to you with Claw.
[Combat (Self)] Bristle Spider gives 71373240 Physical Damage to you with Bite.
(the large gear). Required a reset/death to get out of it.
Ran with a couple of different Paladins, tank and heals, and the respawn rate and room size have combined to create issues.
It seems that my companion wants to keep fighting nearby groups, but by the time I can clear them out respawns have appeared, and it creates a never-ending battle.
I was using only those items that I was given by Neverember, as many fresh 70s will when they decide to go to Undermountain, and it was only the arrival of another player that allowed me to actually clear out enough enemies to be able to move on to the next area (the "chains room"), and I had to deal with respawns there a time or two as well.
It's not strictly the respawn rate, but that combined with the general lack of mob-free space makes getting through some of those areas real slogs.
Get through a fight, and by "fight" I mean "deal with a group and both wandering patrols that get to you before you finish up", and then try to regenerate divinity... By the time the bar is full it seems that everything has respawned and you are right back at it, and if your companion wanders very far you may aggro yet another group or two.
I could try without a companion; That might help prevent other non-patrol groups from getting involved, but I'd still have to deal with the patrols and now I am doing it with less DPS and so even if I can survive it's going to take longer, which means that respawns are more likely to happen before I can clear out of an area.
The "chains room" was not as bad, but those two middle chains? Fighting the group near one of them seems to aggro the group near the other, and by the time I finish both groups off and get one of the chains, respawn is near for one or both groups and I repeat the fight against both groups. If I am lucky I manage both chains and then fight. If not? I fight both groups and get the other chain, but now I have to try and get out of the area before another respawn, and my companion isn't always helpful there... I can jump off of the platform where I was and into another group of enemies, but my companion might walk around the obstacles and give the game a chance to get those respawns back on the map and aggroed on my companion.
That makes it possible, if things don't go as smoothly as I would like, that I end up fighting both of those middle two groups in that chain room three times.
Maybe for some DPS classes it isn't an issue, maybe if I was using my better weapon and shield I would finish things off just quickly enough to escape some of these respawns, but 5-10 seconds might go a long way here.
While my character looked like a Xanathar Gnoll and an Undertaker each in turn, there was a repeating chugging sound and a small puff of smoke appearing under my feet, like the spell effect kept going off over and over while I ran around. It sounded like machinery.
When I completed the missions and was transformed back to myself it stopped.
For the "Inside Every Spider" quest, there should be more spiders in Catacombs for those of you looking to help out young Mr. Brownbean.
As for the volatility of those spiders.. well, that is being seen to as well. Jordan said they were tough, but they don't need to be THAT tough.
Gaar Haeliath, as ancient as he is, still makes a few mistakes now and then. He has brushed up on his illusion spells, so they should be more effective and less ... intermittent than before.
Speaking of Gaar Haeliath, his favorite filthy grave robbers should be appearing at a more balanced rate, across their territory.
Backstage, the haphazard arrangement of crates and old set dressings was trapping a few unlucky adventurers... and as diabolical as this may seem, the coffin-happy Undertakers just aren't smart enough to pull this off deliberately. Things are being addressed.
Again, thank you for your time and feedback.
Play the updates to come and if you run another 70 through Catacombs, we would love to hear about any issues you have.
Thank you for these!
No music in Expeditions? - Stay tuned (I'm glad you noticed, BTW)
Annoying pulse sound while you're transformed? - For a little clarification, does it only happen for Just the Xanathar disguise (beast) or does it happen for both forms?.... also, is there also a -poof- effect around you? if it's both and a poof, that fix should be coming in the next patch
Both disguises, and yes, the "poof" effect was there and timed with the "chugging" sound.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
― J.R.R. Tolkien, The Two Towers
Edit - Indeed that's what it was, in maze engine, it gives you a clear message to do that, I think it should here.
But yes there is no obvious “go to the campaign manager”.
I believe you are supposed to learn how to use the Campaign manager from the Seer’s quest you get from Knox early in the game.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.