Blyte Plays
Well-Known Member
Went through CV2 tonight with a totally OP group.
Went through the exile entrance. Some criticism from the group experience:
The egress point on the exile side was a welcome sight. Really need another one at the exile/spider cross over point.
We were often turned around and lost, and frustrated by repetitive looking spots with multiple dead ends.
We were often getting balls of spiders that would have been wiped for on level groups deep down.
We encountered a monster called drip fang about 4 times. We encountered a named Prospector named Neal I believe, one time. The spider dropped a bracer all 4 times. Could use more variety in drops for this spider. The Prospector dropped a nice mid tier pick.
The corridors could use more distinctive markers. Some glyphs the exiles have scrawled, a busted mine cart, some busted tracks, etc.. it's important to convey to friends things like "dont go left at the bucket room!" Or "hang a right at the mine cart."
The mob types could use some variety. Some rooms that are obvious boss rooms that might invite players to sit and camp. Many players are old school and like to do this. I dont think it should be discouraged in any way.
I feel there should be a 4-chev boss down at the bottom that will crunch all but the most hardened of groups. But let them see it coming, and opt-in or out. Even if it defeats a group, that's not necessarily a bad thing.
I think there should be an introduction of another sect of exiles, which are evil twisted ones. That use abilities that are alien and wear clothing with symbols setting them apart from the rest. An exile cult that maybe has harnessed some twisted ember adjacent heretical arts, and even have ember demon patronage.
If some 4-chev Envoy of <insert cult name>, was a boss down there, or guest of a boss down there, it would be cool.
We want to feel like we are uncovering something, that points to perilous future.
But please make sure there is an egress point down there!
Went through the exile entrance. Some criticism from the group experience:
The egress point on the exile side was a welcome sight. Really need another one at the exile/spider cross over point.
We were often turned around and lost, and frustrated by repetitive looking spots with multiple dead ends.
We were often getting balls of spiders that would have been wiped for on level groups deep down.
We encountered a monster called drip fang about 4 times. We encountered a named Prospector named Neal I believe, one time. The spider dropped a bracer all 4 times. Could use more variety in drops for this spider. The Prospector dropped a nice mid tier pick.
The corridors could use more distinctive markers. Some glyphs the exiles have scrawled, a busted mine cart, some busted tracks, etc.. it's important to convey to friends things like "dont go left at the bucket room!" Or "hang a right at the mine cart."
The mob types could use some variety. Some rooms that are obvious boss rooms that might invite players to sit and camp. Many players are old school and like to do this. I dont think it should be discouraged in any way.
I feel there should be a 4-chev boss down at the bottom that will crunch all but the most hardened of groups. But let them see it coming, and opt-in or out. Even if it defeats a group, that's not necessarily a bad thing.
I think there should be an introduction of another sect of exiles, which are evil twisted ones. That use abilities that are alien and wear clothing with symbols setting them apart from the rest. An exile cult that maybe has harnessed some twisted ember adjacent heretical arts, and even have ember demon patronage.
If some 4-chev Envoy of <insert cult name>, was a boss down there, or guest of a boss down there, it would be cool.
We want to feel like we are uncovering something, that points to perilous future.
But please make sure there is an egress point down there!
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