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Ascended Secluded Valley


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#1 awollsd

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Posted 14 March 2014 - 03:43

i believe you asked for our thoughts on this... so here goes as little as it's worth these are my thoughts....

 

Secluded valley right now is pretty easy.... but it is the first ascended dungeon so i would keep it easier than the others as an introduction to the ascended modes.. that said i would add some more difficulty to it with mechanic changes not really more hp/harder hitting mobs... so keep everything the same except.....

 

Boss 1 (the snake) give ability to respawn add's

Boss 2 (the dog) give an agro reset mechanic

Boss 3 (the gaurdian) give his add's invulnerability untill the gaurdian is dead or at X% hp

Boss 4 (the ghoul guy) Change his sleep to a "take control of" ability for say? 20-30 seconds? 

 

right now you take out the add's then tank and spank the snake (lol.......) no difficulty or tactics there but if the add's respawned then would add a bit of difficulty killing the boss before he enraged.

 

The dog is and has always been tank and spank he can kinda hit hard to non tank party members so if added agro reset then would make it just a little harder but not too hard

 

The gaurdian again same as snake kill adds then tank and spank the boss..... make add's invulnerable untill boss was dead or at certain Health also make them heal the boss but able to be silenced/stunned/rooted (and can kite boss out of range of their heals) add for some tactics in game play.

 

The ghoul kinda have to watch out for the cannon drops but not tooo much... now if the sleep was changed to take control of target (make it be AI controled and an enemy for X seconds) then would be a lot more fun... and interesting he might grab the tank so otehrs would agro or he might grab the healer so ppl have to go without heals for 20-30 seconds or might grab dps making us take too long to kill and enrage or what ever... would be fun.

 

 

 

 

the other ascended dungeons though should be even harder... both in dmg dealt and mechanics they used.... infact i would love to see ALL 3 bosses at the same time for the TR ascended :)


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#2 D4VYJONES

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Posted 14 March 2014 - 04:23

awollsd, on 14 Mar 2014 - 03:43, said:

now if the sleep was changed to take control of target (make it be AI controled and an enemy for X seconds) then would be a lot more fun... and interesting he might grab the tank so otehrs would agro or he might grab the healer so ppl have to go without heals for 20-30 seconds or might grab dps making us take too long to kill and enrage or what ever... would be fun.

Hypnosis player to make a player fight along side with the boss? :blink:



#3 awollsd

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Posted 14 March 2014 - 04:30

yeah like a charm ability so we're not just laying down we're fighting along side the boss (but AI controled) for a while.


Edited by awollsd, 14 March 2014 - 04:32.

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#4 Anakiro

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Posted 14 March 2014 - 16:18

Please keep the ideas coming folks! On Monday I'll be prepping a list of ideas for Ascended Secluded Valley and then discussing them with the team. Let me know what you'd like me to put on my list.



#5 huhbum

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Posted 14 March 2014 - 22:58

Just ran through ASV a little while ago. A few things of note:

 

Bugs

 

-Just like the original SV, the archer enemies suffer from a bad case of 'really random HP values based on which random path was selected on dungeon creation'. Archer enemy HP ranged from ~14.5k(completely trivial) to ~76k(appropriate). This is a long-standing bug with the original SV as well!

 

-The two minions that spawn with Wraith Snake can be killed from behind the 'point of no return' line with ranged attacks, allowing players to fight Wraith Snake after they've killed the minions.

 

Suggestions

 

-Give the trash packs more cool skills. Adding stun to the archers was a good start, but do more things! Give the Infernal Mercenaries some abilities that make them more dangerous, and give Treya's Acolytes some spells.

 

-Give the Wraith Snake's breath attack a bigger range and radius, and let him use it more than twice per scream cycle. His AI is too predictable for ASV. Or make him spawn mini-snakes that use breath attacks!

 

-Duoberus is the traditional tank-and-spank fight as awol noted. I actually have never figured out what his ground stomp and howl moves even did in the original SV. Make them do cool things, like the Cleavius II fight in Boondocks.

 

-Treya's Bodyguard needs to come down with a bad case of Spin2Win, and unlike regular Warriors, her Maelstrom needs to have a radius of OMGCHEATINGWTF yards instead of 3.

 

-Dark Wraith, Enmity of the Fallen: Hard to say what to do with this fight. It's possible in the original SV to outright avoid all cannonball fire by fighting him near the point-of-no-return line upon entering the boss area, a tactic that can also be used for ASV. One solution would be to have more cannonballs that do more damage and increase the firing range, but the issue with that is that they're traditionally impossible to avoid for people who have been put to sleep. A mechanic that forces players into the firing lines, or forces players to kill the cannon enemies, would be cool to see. Either way, this guy needs a big buff. Like a huge buff. He needs to be several more levels of badass than he is currently.



#6 Bryn

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Posted 15 March 2014 - 13:05

Like all the Boss ideas, but everything in between needs some excitement too.  How about a wave or two of random minions that come out of the forests?  More archers staying at ranged distance, golems, flying goblins, or everyone's favorite trees.


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#7 awollsd

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Posted 16 March 2014 - 16:40

Bryn, on 15 Mar 2014 - 13:05, said:

Like all the Boss ideas, but everything in between needs some excitement too.  How about a wave or two of random minions that come out of the forests?  More archers staying at ranged distance, golems, flying goblins, or everyone's favorite trees.

eh i think for secluded valley it should only be some slight boss adjustments (any will work but naturaly i perfer my suggestions haha)

 

this is after all the first ascended dungeon it should be an introductory to them one that the average player has a chance at... then each one after increasing further in difficulty with the last 1-2 of them being ones crazy hard that take even the elite players a few deaths to complete.


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#8 Zshmaendal

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Posted 16 March 2014 - 17:01

Tiered endgame dungeon content should be both a significant gear check as well as a significant skill check. I'm hoping for (maybe at 50, 45 is probably a bit unrealistic) a dungeon that's released and it takes a dedicated team with the complete set of armor the tier prior at least a few days to pass through. Ideally this would be because they would have to learn the complicated mechanics of the fight - when to use appropriate damage reduction, when the boss would shift to different phases, and other things like that.

 

Of course I'm speaking of end game content - and high tiered at that. So i'm not advocating for everything to be impossible (hence why I was a fan of the T03 nerf).


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Crystal Cutting - 9 | Fishing - 10 | Forestry - 10 | Skinning - 8 | Farming - 19 | Foraging - 28 | Prospecting - 16

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#9 Anakiro

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Posted 17 March 2014 - 11:29

Thanks for all the thoughts and suggestions guys. It's appreciated! :)

 

 

huhbum, on 14 Mar 2014 - 22:58, said:

-Just like the original SV, the archer enemies suffer from a bad case of 'really random HP values based on which random path was selected on dungeon creation'. Archer enemy HP ranged from ~14.5k(completely trivial) to ~76k(appropriate). This is a long-standing bug with the original SV as well!

 

-The two minions that spawn with Wraith Snake can be killed from behind the 'point of no return' line with ranged attacks, allowing players to fight Wraith Snake after they've killed the minions.

 

Thanks for letting me know about these. I'll be looking to get these fixed for both versions of Secluded Valley in time for the content update.



#10 Mongo

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Posted 17 March 2014 - 11:37

awollsd, on 16 Mar 2014 - 16:40, said:

 

this is after all the first ascended dungeon it should be an introductory to them one that the average player has a chance at... then each one after increasing further in difficulty with the last 1-2 of them being ones crazy hard that take even the elite players a few deaths to complete.

 

Sorry awoll, but I completely disagree with that! ALL these dungeons should be super difficult, the average player gets introduced to dungeons when they enter the Guardhouse at the start of the game. :P


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#11 awollsd

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Posted 17 March 2014 - 17:23

Mongo, on 17 Mar 2014 - 11:37, said:

Sorry awoll, but I completely disagree with that! ALL these dungeons should be super difficult, the average player gets introduced to dungeons when they enter the Guardhouse at the start of the game. :P

i'm not saying it should be easy haha (if look at my suggestions for it) i dont think the end boss getting a charm ability for it would be all that easy.... he charms the healer? the tank? one of the top dps? not only are you going without that player for X amount of time but you are also having him fight against you... 

 

i only meant while yes ASV should be harder it shouldn't be as hard as say ATR 


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#12 Mongo

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Posted 17 March 2014 - 17:40

awollsd, on 17 Mar 2014 - 17:23, said:

i'm not saying it should be easy haha (if look at my suggestions for it) i dont think the end boss getting a charm ability for it would be all that easy.... he charms the healer? the tank? one of the top dps? not only are you going without that player for X amount of time but you are also having him fight against you... 

 

i only meant while yes ASV should be harder it shouldn't be as hard as say ATR 

Ah ok, harder is good.

 

I liked all your suggestions. So you meant SV is hard, but make them even harder one by one so by the time we hit the end game advanced dungeons we all cry cause we fail so bad? I like it! :D


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#13 Grimwald

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Posted 17 March 2014 - 17:47

So you like to make it so hard that only hardcore players will have an chance of finishing? So Eldevin is just for the elite players and not for the casual (or handicapped) players. I don't want an easy win-button, but beatable by an team consisting of not-only hardcore players should be possible.



#14 Zshmaendal

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Posted 17 March 2014 - 17:48

Mongo, on 17 Mar 2014 - 17:40, said:

So you meant SV is hard, but make them even harder one by one so by the time we hit the end game advanced dungeons we all cry cause we fail so bad? I like it! :D

Exactly! Tiered endgame content. I love it!


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Zshmaendal - Level 45 Prophet | Superfluous - Level 35 Warrior | Ulysses - Level 13 Ranger

 

Louis - Level 8 Warrior | Ephemeral - Level 12 Assassin | Connotation - Level 8 Mage

 

Crystal Cutting - 9 | Fishing - 10 | Forestry - 10 | Skinning - 8 | Farming - 19 | Foraging - 28 | Prospecting - 16

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#15 HuMoR

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Posted 17 March 2014 - 17:51

I think anyone who makes it to that end content,should be considered a hardcore player. 


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#16 Grimwald

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Posted 17 March 2014 - 18:05

HuMoR, on 17 Mar 2014 - 17:51, said:

I think anyone who makes it to that end content,should be considered a hardcore player. 

What an nonsenese. I started playing in december and its now march and I am almost level 40. In less then four months i managed to get to level 40, while also levelling up my professions. I would have made level 40 at least two months ago if I didn't spend that much on my professions. So, with two months playing time everyone can be level 40 EOC.

 

Yes, i have a huge number of hours in my game, but I am an rather ineffective player. Travelling from Eldevin city to Mythos takes a bit of time for me,as i tend to fight/gather/cut trees along the way. :) Botten line is everyone can become level 40 in a few months, so everyone who reaches that level is  an hardcore players in your book.



#17 HuMoR

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Posted 17 March 2014 - 18:10

Anyone who has invested that much time into the game is a hardcore player. :D You don't have to be popular,the best or a youtuber to be a hardcore gamer.


Edited by HuMoR, 17 March 2014 - 18:11.

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#18 awollsd

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Posted 17 March 2014 - 18:14

Grimwald, on 17 Mar 2014 - 17:47, said:

So you like to make it so hard that only hardcore players will have an chance of finishing? So Eldevin is just for the elite players and not for the casual (or handicapped) players. I don't want an easy win-button, but beatable by an team consisting of not-only hardcore players should be possible.

no that is incorrect, we think it should be hard but scaled per dungeon...  1st dungeon hard but doable by an average team (though with deaths so its not toooo easy) then the last of the ascended dungeons should be near impossible for everyone... 

 

so the average player will have the first couple of them that they can complete and if they work on their skill and party can eventualy do the others but the top tier players still have a challenge and something to conquer......

 

if they make everything in the game doable by the average player than there's nothing challenging to the top players and that isn't fair nor fun as tehy will get bored and leave then the average players will have few people to play with/help them....

 

but at the same time if they make things like this without concidering the average player it'ld be the same but reversed.... 

 

so yeah ascended dungeons are end game content and should be hard and equaly rewarding but it shouldn't instantly be insainly hard..... it should start hard but doable and then progress to OMFG HOW DO WE BEAT THIS...........  then after 10-20 tries ooohh wow i cant believe we finaly got it lets try again :)


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#19 ComradeLewis

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Posted 17 March 2014 - 19:59

The cannons on the last boss can't target players in the corner, hiding behind pillars. I don't know if that was intended, but there is really no difficulty to it if no one has to move.


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#20 Zshmaendal

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Posted 18 March 2014 - 01:31

We just need a difficulty curve going from average difficulty to really hard. This allows everyone to 'be tested' to some degree. Everyone's happy.


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Zshmaendal - Level 45 Prophet | Superfluous - Level 35 Warrior | Ulysses - Level 13 Ranger

 

Louis - Level 8 Warrior | Ephemeral - Level 12 Assassin | Connotation - Level 8 Mage

 

Crystal Cutting - 9 | Fishing - 10 | Forestry - 10 | Skinning - 8 | Farming - 19 | Foraging - 28 | Prospecting - 16

Alchemy - 36 | Cooking - 11 | Leatherworking - 4 | Weaponsmithing - 5 | Armorsmithing - 7 | Jewelry - 6 | Tailoring - 16



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