Since it came up in discussion on my thread about chult being unappealing, i just want to mention here that all of the dino's have a FAR too big aggro range. Added to that i've noticed that raptors are dismounting me with attacks from 10-20 meters behind.
I have no interest in picking strategic routes to navigate around areas in (probably) the most hated campaign in the entire game. If you fix these ridiculous dino's it would be a start.
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You’d have to wait about two-three mods for Chultan campaign token.
Generally speaking Chult is one of the better modules.
While better than SKT, it's still not a great mod unless you're into mindlessly plowing through T9G for a shot at a UES or numbing your soul by taking part in hunts.
I'm with the OP. The mod was a mild step up but, after completing the mod with all boons on 1 main, I could only manage to get through about 2 of the boons on my 2nd highest toon before I decided to work on older campaigns with my other 6. I couldn't even be bothered to go after the KoS hunt once I finally got the lures necessary to fight it.
> ewe If ya learn where to ride you can advoid the raptor’s pounce, you can complete Chult very quickly if you take full advantage of ways to get Totems since the cap isn’t your total cap. cx
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> You’d have to wait about two-three mods for Chultan campaign token.
>
> Generally speaking Chult is one of the better modules.
Opinions will vary and i respect yours, i just cant see anything here in the chult campaign that seems worth the effort. Perhaps i should say that i see little worth doing more than once, that would be more accurate. If i compare to dread ring and tyranny of dragons i can say for sure (in my opinion) that chult is just.....uhhhh for me. DR and TOD had awesome boons and very manageable workloads. Chult looks nice....but thats about it. All my opinion of course
The hill climb of FBI still has to be my favorite content in this entire game.
My future plans involve only stepping foot in T9 during double stone events.
As for next mod (13) the treasure maps from the 6x weekly quest will drop a power & crit ring thats x2 off slot at +4 as well as +5. Also the bonus on it is extra power when you're over 85% health, so even if you don't like the content there's a nice reward, for dps at least.
i only run on the hunt are when doing the weeklys, and you can party for that, makes it much faster...
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
I agree with statement about agro in the jungle. Learning the least agro routes helps a bit, but more often then not I find myself fighting half the jungle to complete one small task, that is annoying.
OP - Sunshine: 16000 IL
Casual Dailies
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
> All you have to do in that case is switch zone
I can't be bothered to be fair. For me the entire campaign is a mess and im bored of having to fight an entire jungle just to get anything done.
> As a cleric, I don't have a chance in Chult by myself. I guess I will be locked out of Random Epic Dungeons forever.
What? Why??? My DC has no problems in Chult and how does Chult affect your random epics?
The story is dumb. The on rails intro quest made me feel dumber.
Tong is a laggy mess with a crappy loot drop rate. And there is nothing really of value once you run tong enough to get your armor.
The other mod is more ‘improvements to quality of life issues’ that didn’t need improving.
Most of my guild alliance stopped playing between the last two mods. I’m lucky to see 10 out of 750 gamertags from my alliance now for a whole week. And that’s mainly the rank 6’s and 7’s just slowly plugging away at level requirements, keeping the guilds somewhat still in their possession.
As a result I try to spend as little time there as possible.
When I read that Mod 13 is basically Mod 12c. I have to admit, I was disappointed.
But, that said, it's still a damn sight better than SKT.
(Edited to add: I do think the patrols are a great addition, and add an extra layer to the game. I hope these will be expanded for M13)
Enemies in chult can control and daze my gaurdian fighter. While using villains menace. And a shield. Are you serious?
ALL of the dinosaurs have far too big an aggro and attack range, dismounting me from meters behind me.
Enemies in chult are ignoring the daze effects of GF griffons wrath.
You do realise that the only safe campsite in the jungle gets over run by a heroic encounter right? Heroic enemies can follow me in, slaughter me and wait at the campfire for me to respawn so i get insta melted again.....
How many times do i have to do the exact same jobs or patrols on repeat at 5 totems per time to get anywhere near the stupid weekly cap? And 2500 chultan riches to get the base gear? Its only worth 30k diamonds in the auction house?
The entire campaign is a damn grind, an annoying and unsatisfying grind. Its like someone playing your most hated song on repeat for 10 hours and taking away the remote control. Its enough to drive you to the brink of insanity.
Welcome to the jungle.