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Dungeons and Lairs

ksellksell Member Posts: 181 Arc User
Run some less popular normal dungeons and noticed genral problem in those and some zone lairs, its mainly related to older content.
As newer content was added, some older instance got more or less reworked to be up to date. My main problem is the way one acess to another parts of said dungeons/lairs before boss fights.

If i remember well, with chult we got the "blue light" entrance, that could be placed on any point of corridor (check Fane of the Night Serpent in Omu) with standard 6 sec countdown to go. For me that should be a standard everywhere. For some reason its diffrent like in The Frozen Heart, where u can pass alone by just gettin close or in Valindra Tower where u have to click though. In Caverns of Karrundax we got werid crystal-portal entry, which tended to bug at some point. Similar case with Malabog Castle with the big stone sword trigger, that still can be problematic. Last mention, purely cosmetic imo, a crystal trigger in Drake Pens - WoD zone lair.
What might be the problem here ? With diffrent entry types u can end with diffrent starting condition, affecting outcome of fight. In short a party getting splitted for whatever the reason in certain instances happening more than other. I see a design fault here.
Small additions to those cases are non-keyed chest. In some dungeons/lairs (not open zones) we sometimes get one player eligible ones as oppesed to usuall accesible to whole party.
Here I want to mention the diffrence with end chest in some skirmishes, where in one u get one or two chest, or even "zero" as in Illusionist Gambit. Also we got 2 keys for normal content chest: Skeleton and Demonic, opposed to old system of normal and master dungeon Keys.

To sum it up we got objects vs walls interactions, with gather party vs go alone, and also cut scenes or no cut scenes (Lostmauth one still actin up).
Question to devs - will it be ever adressed ?

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