I vote Mount Hotenow. The place is just all around unpleasant. The quests drag, fire giants while interesting drag too, and aside from the dungeon (Cavern of Karrundax, which I do like) I have little positive to say for the area.
0
tang56Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited June 2013
Another vote for Hotenow.
Hotenow, Pirates Skyhold(although it was pretty) and the Chasm are probably my least liked places. Icespire gets a (dis)honorable mention as well, saved only by the shortcut tunnel.
The Chasm. Had to buy a PE Teleport Scroll just to leave there as it is like a huge maize with portals
Lol.. .take me outta here T_T ( Chasm is very straight forward, just have to use the map :P)
The area i found kinda tough for me was the beginning of skyhold, fighting in narrow spaces as CW with cliffs to both sides and mobs that close in on a single jump, sometimes i didnt make it on the way back... it was fun (in my lame defense at that time, i didnt know the effect of repel on mastery slot :O)
Personally i liked all the areas, the only weird part was on MT Hotennow, in the final area there is a wall that shouldnt be there according the map and the sparkling path but its only minor and didnt take any flavor from it.
Who wants to skin dipping in the lava!!! XD
i dislike the 1-15 areas because you dont have the cleric companion yet. its just one giant potion chug the entire time and i have played them too many times trying all the classes out.
Pirate's Skyhold. Not only for the mazyness (which really ticks me off), but also for the setting in general. Lizardfolk in a swampy jungle is just a setting I've really always despised and I can't say why. I think it may be a bias I gained back in pen and paper RPGs I played in the '80s.
I'm not sure I hate any zone enough to vote for it.
The bit I do hate, the bit that feels like it was tagged on as afterthought just to make things drag a bit more, and which (having seen what is possible with the Foundry) is, at best very mediocre content is the Linkletter quest-chain.
I'm not sure I hate any zone enough to vote for it.
The bit I do hate, the bit that feels like it was tagged on as afterthought just to make things drag a bit more, and which (having seen what is possible with the Foundry) is, at best very mediocre content is the Linkletter quest-chain.
Truly, truly awful quest, and quest writing.
All The Best
I think I'd blanked that out. Agree totally. Irritating escort quest(with the added negative of your target doesn't die, but mutates into an abomination and attacks you). The Plague Tower part isn't too bad though.
Hmm my first choice is Hotenow but I'd forgotten about getting Dorothea through the sewers...I hate that on *every* character I've played so far :P My TR was the worst....
LOL! Icespire has the most votes! I'm glad to see i'm not the only one who agrees that it's the worst levelling zone in the game, and possibly in any MMORPG I've ever played!
Don't get me wrong, it's not the graphics because the zone looks great! But it's the mob placement and the quest placement! They are absolutely horrible! There's way too many packs of mobs, they are too close to one another and worst of all, they deal so much damage, have so much health and do too many powerful attacks forcing me to continuously dodge red spots on the ground, but since packs are all clustered too close to one another, I can't help but pull another pack or 2 of mobs and just die over and over again!
Even with another player or two, it's still difficult because there's barely any place to move and when you have 2 to 3 packs of mobs all aggroed at the same time you're just gonna end up dying a lot or use up dozens of potions or more for just 1 battle.
I also remember several path markers pointing me in the wrong direction. Half the time it will tell me to run through a wall. I know this happens in many other zones, but in Icespire, I'll end up fighting my way through 5+ packs of difficult mobs, sometimes die cause I'll accidentally pull a 2nd or 3rd pack while dodging stuff, and then suddenly I find out the dust trail lead me to a dead end. *sigh*
I think a Cryptic designer needs to replay that entire zone and fix it up!
1) Remove some mobs and spread them appart
2) Tone down the powerful attacks and red markers they place on the ground.
3) Add a clear path that we can ride through without aggroing mobs! When I'm done with a quest, I don't want to be forced to fight my way through dozens of packs of mobs just to return to the quest hub and turn in my quests! I think one time I wanted to use the "Change Instance" trick to port myself back to the quest hub, but it ended up teleporting me to a completely different area I haven't even visited yet! Ugh! BEsides, we shouldn't have to use the "Change Instance" trick to return to the quest hub! All zones should have a road with a clear path that we can ride straight back to the hub!
Where is the "i really liked the areas" or "i didnt dislike a specific area" option?
Most areas are well designed (and mount hotenow has been fixed) i'm surprised how many people finds difficulty disturbing instead of challenging, people complaining about the quest path not pointing correctly(i would get rid of it, is ridiculous!) complaining about having to use potions, even complaining about having to kill enemies during questing!!!!!
This game is so easy, really, so ridiculously easy that when suddenly the game turns a little challenging people feel confused.
Then, the game scalates abruptly in endgame dungeons... meh.
Because it's one huge mess of choke points for every useful service. Want to push something on the AH? If you don't want the 12% distance tax you haveto find the auctioneers among the horses, snortle dogs and spiders that are doing their best to eat them. Same thing with the Profession vendor and the personal & guild bank. They at least put up the new mail boxes to avoid the crowding around the courier. Sgt. Knox is at least a far more temporary stop for many than the previous, but he can get boxed in sometimes as well.
The only reason I'm not annoyed by the zone chat in PE is that it has gotten its own tab in the chat interface (lovingly labelled Spam) that I almost never look at.
Comments
Hotenow, Pirates Skyhold(although it was pretty) and the Chasm are probably my least liked places. Icespire gets a (dis)honorable mention as well, saved only by the shortcut tunnel.
Lol.. .take me outta here T_T ( Chasm is very straight forward, just have to use the map :P)
The area i found kinda tough for me was the beginning of skyhold, fighting in narrow spaces as CW with cliffs to both sides and mobs that close in on a single jump, sometimes i didnt make it on the way back... it was fun (in my lame defense at that time, i didnt know the effect of repel on mastery slot :O)
Personally i liked all the areas, the only weird part was on MT Hotennow, in the final area there is a wall that shouldnt be there according the map and the sparkling path but its only minor and didnt take any flavor from it.
Who wants to skin dipping in the lava!!! XD
The bit I do hate, the bit that feels like it was tagged on as afterthought just to make things drag a bit more, and which (having seen what is possible with the Foundry) is, at best very mediocre content is the Linkletter quest-chain.
Truly, truly awful quest, and quest writing.
All The Best
Looking For Reviews For Your Foundry Quest?
Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
I think I'd blanked that out. Agree totally. Irritating escort quest(with the added negative of your target doesn't die, but mutates into an abomination and attacks you). The Plague Tower part isn't too bad though.
Occam's Razor makes the cutting clean.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
I actually like most of the rest of the areas so far, although Ebon Downs and Icespire I've skipped.
Don't get me wrong, it's not the graphics because the zone looks great! But it's the mob placement and the quest placement! They are absolutely horrible! There's way too many packs of mobs, they are too close to one another and worst of all, they deal so much damage, have so much health and do too many powerful attacks forcing me to continuously dodge red spots on the ground, but since packs are all clustered too close to one another, I can't help but pull another pack or 2 of mobs and just die over and over again!
Even with another player or two, it's still difficult because there's barely any place to move and when you have 2 to 3 packs of mobs all aggroed at the same time you're just gonna end up dying a lot or use up dozens of potions or more for just 1 battle.
I also remember several path markers pointing me in the wrong direction. Half the time it will tell me to run through a wall. I know this happens in many other zones, but in Icespire, I'll end up fighting my way through 5+ packs of difficult mobs, sometimes die cause I'll accidentally pull a 2nd or 3rd pack while dodging stuff, and then suddenly I find out the dust trail lead me to a dead end. *sigh*
I think a Cryptic designer needs to replay that entire zone and fix it up!
1) Remove some mobs and spread them appart
2) Tone down the powerful attacks and red markers they place on the ground.
3) Add a clear path that we can ride through without aggroing mobs! When I'm done with a quest, I don't want to be forced to fight my way through dozens of packs of mobs just to return to the quest hub and turn in my quests! I think one time I wanted to use the "Change Instance" trick to port myself back to the quest hub, but it ended up teleporting me to a completely different area I haven't even visited yet! Ugh! BEsides, we shouldn't have to use the "Change Instance" trick to return to the quest hub! All zones should have a road with a clear path that we can ride straight back to the hub!
Most areas are well designed (and mount hotenow has been fixed) i'm surprised how many people finds difficulty disturbing instead of challenging, people complaining about the quest path not pointing correctly(i would get rid of it, is ridiculous!) complaining about having to use potions, even complaining about having to kill enemies during questing!!!!!
This game is so easy, really, so ridiculously easy that when suddenly the game turns a little challenging people feel confused.
Then, the game scalates abruptly in endgame dungeons... meh.
Because it's one huge mess of choke points for every useful service. Want to push something on the AH? If you don't want the 12% distance tax you haveto find the auctioneers among the horses, snortle dogs and spiders that are doing their best to eat them. Same thing with the Profession vendor and the personal & guild bank. They at least put up the new mail boxes to avoid the crowding around the courier. Sgt. Knox is at least a far more temporary stop for many than the previous, but he can get boxed in sometimes as well.
The only reason I'm not annoyed by the zone chat in PE is that it has gotten its own tab in the chat interface (lovingly labelled Spam) that I almost never look at.
Its a despicable place full of aggro mobs that respawn too quickly and equipped with a venomous tongue attack
It needs patching..