Feedback talk:User/Borotvaltgandalf/Underworld

This looks really well thought out, I like the changes to most of the bars, except I think the old charged blackness bars are better for this area. ~Shard  18:38, 23 November 2009 (UTC)


 * ^Exactly.The bars imo are really nice.However I'm afraid it will end up to be playing vs balanced every single mob. Lilondra [[Image:User_Lilondra_Sig.jpg|21x21px]] 07:05, 24 November 2009 (UTC)
 * I see your problem. However not all mobs will be that balanced. --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 08:41, 24 November 2009 (UTC)

Ok Below I'm going to sum up some downsides (However like I said all in all its a really nice UW revampà Lilondra   18:16, 24 November 2009 (UTC)
 * It is completely going to change the way UW plays and while that is your goal you must remember that many people (not just farmers) got used to how it plays.Changing skills is something but completely changing the mob structure is another.It will almost feel like you just created a new Area.
 * Like I said alot of your mobs are to "balanced",Throw in some gimmicks,make people think.Perhaps even throw in some Wildcard mobs that may change from map to map.Although the latter would again create a different experience (Perhaps a better one I don't know).
 * Grasping Darkness have a +50 % speed boost,Giving them charge seems like a wasted elite,You can make them very powerfull by just giving them deep wound and ints.
 * The dying nightmare bar seems random (like in throw in Condition X,Y,Z => PROFIT!)
 * Giving people a instant res is a bad idea,Giving Mobs a instant res is a even worse idea.Personally I believe you try to give your bars a oldschool touch to some degree.Giving the keeper of souls Unyielding aura will basically feel like Post-Eotn.I might be wrong but I'm guessing your trying to avoid that.
 * Coldfire night is looks much like the e/mo flagrunner we used to have.Looks cool might pose problems when combined with other mobs.
 * Ether renewal doesn't rly fit the terrorweb dryders.Imo Ele attune or Ether Prodigy but w/e.
 * Aegis on Mindblade spectres might be dangerous (remember they already got ineptitude)
 * Smite Carver = All your sources belong to me!
 * Crushing aatxe = Yup
 * Rest : Work on your Dhuum rebalance For pewpewpewfactor.
 * Actually, I want to remove the 50% IMS from the grasps. Will rethink what you said.
 * Also note that it is only normal mode. I will be more careful with HM foes as will have 7 or even 8 skills.
 * About adding some gimmicks... I'll think of it as I didn't have enough time today. --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 19:30, 24 November 2009 (UTC)
 * Sexylvl of charged blackness is going downhill Lilondra  [[Image:User_Lilondra_Sig.jpg|21x21px]] 17:10, 28 November 2009 (UTC)
 * Without addressing the specific suggestions, I can say that I am impressed with the level of effort which went into your proposals. Holy cow that must have taken a long time to sort out! --J E T 18:24, 26 March 2010 (UTC)
 * Really. It didn't took too much time. I sat down 14-15 times to expand it at all. 5 months were enough because I did it in my spare time. --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 06:52, 27 March 2010 (UTC)

sandbox table
{|valign="left" style="background:#ffffff;border:1px solid #000000;text-align:center;color:black" cellpadding="0" cellspacing="10"
 * Monster || Skills || Attributes
 * 26 Bladed Aatxe (Normal Mode) ||
 * 27 Bladed Aatxe (Hard Mode) ||
 * 28 Vengeful Aatxe (Normal Mode) ||
 * 28 Vengeful Aatxe (Hard Mode) ||
 * 27 Bladed Aatxe (Hard Mode) ||
 * 28 Vengeful Aatxe (Normal Mode) ||
 * 28 Vengeful Aatxe (Hard Mode) ||
 * 28 Vengeful Aatxe (Normal Mode) ||
 * 28 Vengeful Aatxe (Hard Mode) ||
 * 28 Vengeful Aatxe (Hard Mode) ||
 * 28 Vengeful Aatxe (Hard Mode) ||
 * 28 Vengeful Aatxe (Hard Mode) ||


 * }
 * }

As per your request
I'm not at home atm so can't go thoroughly into it, but as per your request of saying what can(not) be done, I'll just say that from my still-limited knowledge the biggest issue would be art. This means three things mainly: New skins (armor, weapons, and NPCs) are limited; cinematics are just about no-go (best they can do since I asked Stumme about cinematics would be on par to the Trial of Zinn due to their art aspects); changes to areas. They do have access to these things, but they're borrowing access to these. ATM, we already know that 2011's "art budget" for the live team is planned out so things like "may need some darker looking shade to be distinguished from Crawlers" and "Imagine a burning nightmare model with a djinn-like reskin." while not impossible would be harder to do. Outside that, from a skim through, it seems possible but time consuming. I'll look over more thoroughly later and if I have more comments will do such. But mainly it's just a "time&expense to worth" issue (as is fixing up a lot of old things, which I'd personally love to work on myself in my spare time if I worked for Anet...). -- Konig / talk 20:05, 1 March 2011 (UTC) Not numerous? I think someone needs to refresh his memory. -- Konig / talk 02:57, 3 April 2011 (UTC)
 * Looking through it more thoroughly, I'd have to say other than NPC models unlikely to occur should such a suggestion be put into motion, the only issue would be whether it would be worth the Live Team's time and effort to fix. Unfortunately, in the eyes of Anet, old content is not worth as much as new content. Do like the ideas though - however, I question the balance-ness. If these skillbars are placed on the enemies, would it allow balanced teams to complete it in a reasonable amount of time? Certainly more viable for them while not seeming as viable for speedclearers - what with the things that would go through SF but not be a huge nuisance to other groups - but it would still need to be reasonable in length. That's a bit of an issue - if there's lots of monsters, they have to be easy or capable of being dealt with en masse, so they can't be so well balanced. Ah well, that stuff would be figured out not in observing builds, but by testing the area after implementation on the dev/stage servers.
 * One thing I do dislike, personally though, would be the changes to the Dhuum fight - I honestly really liked how if you died you had limited capabilities to fight (fewer skills) and the no-resurrection bit really flowed with the lore (far better than others). I really enjoy it when mechanics and lore support each other, rather than clash. I also don't see how 8 skills is needed in spirit form - that's meant to be a bit of a punishment for dying.
 * Instead of those, what I would do would be to add a "bypassing Dhuum"-esque resurrection skill onto the spirit bar. Perhaps giving encase skeleton a purpose - if you're in the area of x encased skeletons (a low number - perhaps 3), you either resurrect a nearby fallen ally (innate initial capability) or return to your corporeal form. -- Konig / talk 22:31, 1 March 2011 (UTC)
 * Well, the Curse of Dhuum change gives a very small window of quickly ressing a party member. (where quick res is 6 for res signet, 8 or 10 for some hard rezzes), it promotes quick res up. I will now address the problem with rez shouts, since they were introduced after I designed that fight.
 * I also gave a general notice to reduce the number of enemies overall, to counter the possibly increased time of defeating one group. --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 16:08, 11 March 2011 (UTC)
 * "Terrorweb dryders are unique because they have 7 skills in normal mode, and 8 in hard mode, but that's because they are awesome, and not very numerous. They also carry a res in Hard Mode, so make sure to kill them First."
 * So two per group means too many? --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 19:05, 3 April 2011 (UTC)
 * There's groups of 4 in the Spawning Pools, and with the exception of a handful of groups, it's pretty easy to overaggro (especially if melee isn't careful - which is never the case for minions or summons). -- Konig / talk 19:12, 3 April 2011 (UTC)
 * Wait are you talking about my adjusted groups or the original? (Anyway I'll cut dryders down to one per group. that will probably be enough.) --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 19:16, 3 April 2011 (UTC)
 * I was talking about the current number of groups because I didn't see any adjustments to the numbers of dryders (as I was looking at the skill changes not group changes at the moment). With the group changes I suppose that's fine. However, it feels like there's becoming a bit of group compression compared to now - not because of the number of groups (which would be reduced as said previously), but because of the size of groups. -- Konig / talk 19:38, 3 April 2011 (UTC)