There is nowhere to put feedback on the new Demonweb Pits mod, the other thread for bug reporting prohibits it, so here's a thread to put it instead.
I'll start... to me it's depressing. I don't really want to be there. I think it's the soundtrack they've used. The description in the journal of Narbondellyn District says it's full of 'luxury shops and pleasure houses' which makes it sound like an exciting bustling metropolis, but it's every bit as mental-institution-like as the previous areas are. The re-scaled mushrooms from the OG Sharandar are a nice touch though, reminds me of happier days.
Apparently pointing-out the bleeding obvious is a 'personal attack'.
0
Comments
Fairly dull quests, fairly dull location, some mob groups hit HARD and with 6 or even 7 mobs in a group it can get tough.
its also quite densely packed with mobs in some areas and you can end up fighting 2 mob groups at once which is kinda lethal.
More reliance on running or being in a train... thats a bit tedious AGAIN zerging around a map like its your day job.
The Abyssal Hunts could be fun... possibly. I have only done a few.
So far I am learnign what to do, when to do it and when is best time of day to catch the train.
ONE comment/question - do we HAVE to solo the first Abyssal hunt or can we party up to do it?
I have soloed on 2 toons so far, but it was quite painful and used up a few health stones.
So far, maybe a 6/10 for content and enjoyment. [But it is early days]
INTERESTINGLY in UK prime time only 20 instances open, 400 players[ish] with the last mod it was almost double that number in UK prime time in the first week.
Also as an fyi to anyone thinking of buying this set, to not do that if you don't have Mod 25 completed.
For regular and BHE hunts, when using DPS, I use the rotating chaos and resilience. for my Main (healer) and paladin just the rotating chaos and hindered recovery. for BHE I usually use rotating chaos, resilience and whatever 3rd one the toon has unless it is the T-rex in which case I drop the rotating chaos.
for me when doing the hunts solo the most difficult is the T-Rex one as all toons need the Soul Shield Combat Enchantment for that one because of its ability to one shot any of my toons. I advise using an active companion for this one as my healer types and the Blaspheme Assassin seem to keep its attention for long periods of time or at least it has worked that way for me every time.
The manticore one was the next most difficult at first but then I rediscovered the Waters of Elah’zad artifact on all my non-healer toons and then the poison attack that was putting them all at the campfire became a non-issue. used to rarely make it through that one without getting poisoned at least once. None of the other hunts has poison that causes that much damage per tic over time.
Other players have stated that the neolithid (the giant worm that squirts the green stuff in the air and you have to move to avoid the purple tentacles) and now that I can better handle the manticore poison attack more effectively I suppose it is.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
So all stuffs desing and used with this expansions is with the mind that players completed content from previous expansion.
If this would be totaly new sotry arc, completly new area and etc.. Then I would understand your dissapointment.. But here I want to say that, in some of my previous played games, you would be locked away from such expansion untill you complete previous story arc and unlocked this area.. Now players get here, then get back to previous places.. It's a mess.
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
About the dungeon it seems to be very easy compared to mToS for example (I only completed the normal and advanced versions and some first boss of the master to farm). The enemies' powers have to evolve since we also evolve and there is a possibility of varying strategies.
The only material thinking of this game is about personal planning (optional) to figure out how to complete tasks fast and efficient.
Sure they allow the first few weeks you to start the area regardless of item level, yet that really turns out to be a disappointment for most. Only when they find their item level is 20-40k and the new area is 60k. I really believe no area should exceed 60k with scaling, and leave the final endgame stuff to master dungeons or scaling dungeons as they've done.
Got to keep all players engaged in the environment.
The drop chance of equipment that my friends who are grinding this dungeon told me is very similar to the drop chance of BoA components in VoS HC when it was released, which to me is disrespectful to the players. It is a fact that the first boss is the least challenging of the 3 and in this case the drop chances would have to be really low, but it could increase the chances of falling in the second one since this is really a challenge.
Finally, I found it easier than mToS, despite having only completed it on my CW. I tried 1x on the tank but without success since on the second boss it was very complicated for a group with 1 CW and 2 TR and even so we got very close to advancing. I decided not to try it on my GWF after seeing that it's more of a tailor-made content for Wizards and other classes that attack from long range.
Good to see that the developers still follow the forum, I remember in some post commenting that it was to replace the control bonus and control resistance of the game, since I thought (I still think) these statuses are useless and they put me in a boss in which these statuses they even serve something.
a) Like the look and feel of aDWP and mDWP especially the path up to the final boss nice work from designers I thought
b) mDWP definitely doable with the right group, trouble is finding the right group.
c) @admiralwarlord#3792 mentioned the gear drop rates these are extremely low in both aDWP and mDWP and I think that needs addressing. In aDWP I believe the legendary demonweb rings and the mythic Maralith neck and belt are meant to drop according to the rewards available info. The neck and belt are exremely rare and I do not know of any that has a won or seen another player win a legendary ring. aDWP is most players entry into mDWP so when a player can run aDWP 20-30 times with no rewards except some maralith hair or goristo hide mats you kinda question whether its worth the effort, this inhibits people from going on to attempt mDWP imho which would be a shame. I definately support the idea that drop rates need to be reviewed
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Admittedly it does make for a challenge rather than rollign your face across the keyboard you have to think and move to stay alive. BUT it does make some of the "shorter" quests a bit tedious and time consuming.
Back on to the HUnts system - actually I do quite like them. I can solo the lesser hunts fairly easily without mods so the weekly isnt too much of a pain. But one comment is that some of the lesser and medium hunts are much easier than others, I think its the manticore which is a real beast to solo and uses up scrolls and health stones, so if I get that I tend to back out and try another easier hunt target.
https://www.youtube.com/watch?v=gXJaIFiGqek
Endgame players is loosing with random mob on dungen with 1 hit. GG what a lvl of awesome gameplay, DarkSouls cried when they saw yours mobs damage.