Xavure
Well-Known Member
I've done the Emberdrift dungeon yesterday for the first time and here's my feedback:
Our group composition was: 1x level 30 1x level 25+ and some from 20 to 17.
- It is way too hard for a level 14 group.
- It is way way too long (almost 3hrs)
- The rewards was none (unless you think a helmet with +5 ember resist is good)
- No way to exit
- We found the emberdrift, 4 of us entered and the other 2 arrived later (10min) as they were in Dryfoot, but it was gone.
Here's what I suggest for these problems:
- Make it smaller between 30min-45min
- Make the loot table more fun/exciting (visually and stats wize)
- Ajustment to mobs density and reduce aggro range, because they can aggro from everywhere even through walls (check the screenshot section I've posted a video)
- Add some more Named or even big bad ass bosses (Boss room, with strategy, not just tank and spank)
- Give us a hearthstone kinda thing to NNH wall so we can get out if something in real life happen, with a 60min cooldown of course. (that is required as fast as possible)
- Make the emberdrift sink into the ground(a bit like the ground torch), so we know how long we have until it despawn
Other Design suggestions/ideas
- I like the idea proposed by @RazorBrains regarding it, that we would have a random chance of having one of different instances. (4-5)
- having a few solo versions as well.
- It doesn't needs to be central veins design, it could port you to a desert kinda place, a bit like dryfoot.....etc. (unless you have already this planned for the other zones)
- Make the instance binded to the group, so multiple groups can do it.
Special Thanks to @Elloa for the help regarding this run
Our group composition was: 1x level 30 1x level 25+ and some from 20 to 17.
- It is way too hard for a level 14 group.
- It is way way too long (almost 3hrs)
- The rewards was none (unless you think a helmet with +5 ember resist is good)
- No way to exit
- We found the emberdrift, 4 of us entered and the other 2 arrived later (10min) as they were in Dryfoot, but it was gone.
Here's what I suggest for these problems:
- Make it smaller between 30min-45min
- Make the loot table more fun/exciting (visually and stats wize)
- Ajustment to mobs density and reduce aggro range, because they can aggro from everywhere even through walls (check the screenshot section I've posted a video)
- Add some more Named or even big bad ass bosses (Boss room, with strategy, not just tank and spank)
- Give us a hearthstone kinda thing to NNH wall so we can get out if something in real life happen, with a 60min cooldown of course. (that is required as fast as possible)
- Make the emberdrift sink into the ground(a bit like the ground torch), so we know how long we have until it despawn
Other Design suggestions/ideas
- I like the idea proposed by @RazorBrains regarding it, that we would have a random chance of having one of different instances. (4-5)
- having a few solo versions as well.
- It doesn't needs to be central veins design, it could port you to a desert kinda place, a bit like dryfoot.....etc. (unless you have already this planned for the other zones)
- Make the instance binded to the group, so multiple groups can do it.
Special Thanks to @Elloa for the help regarding this run