Stillmoon Temple review

General issues.
Kaltog
Posts: 14

Stillmoon Temple review

Post#1 » Tue Sep 14, 2010 2:57 pm

Pretty much cleared the place and wanted to offer my input and suggestions on how to improve the zone and make it appealing as a ToV alternative / addition

First off, the place is just nasty, mobs hit extremely fast and as hard as ToV trash, but there are rooms with 6-7 adds at a time. The pathing here is actually very good, the loot/spell drops seem dead on, not too common but not too rare. There is an interesting theme and nice surprises, so all in all the zone is done fairly well

These are my suggestions based on what can be completed in about an hour of dev time:

Leave the statues as hard hitting trash, but reduce the mellee damage of goblins/spiders/cats/drakes by about 30%, I would suggest 2100ish instead of 3k

Slightly reduce the aggro range of the immobile statues, these are causing minor trains and pets to go crazy anytime you pull anywhere remotely close to them

The exit was causing a zone loop that required a /q out to get out of, I would link it to the forest

I'm not sure if a friends parcer was acting up or outside influences affected it, but I would check the total HP's on the last boss, the parser read over 7 million, with is over twice the HP's of Vulak

Add a desirable item with low drop rate similar to the CoH orb in ToV, my personal suggestion would be an all/all pacify clicky, so groups without a cleric/chanter don't have to rely on bots

Remove a spawn or two from the more crowded rooms, 6-7 adds is extremely rough on reds that are difficult to lull unless you have a monk

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This is an additional section regarding the mage armor set and a few errors:

When turning in for the mage sleeves I got experience and completion text, but a "No such item: 1199481826" error and no item

The mage boots and gloves have the exact same focus effect

The mage robe is missing a desirable clicky effect similiar to ToV robe, which has a worn focus as well as a clicky pet buff

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Nexor
Posts: 495

Re: Stillmoon Temple review

Post#2 » Tue Sep 14, 2010 7:48 pm

In regards of the armor i believe the main purpose of the Stillmoon armor is to give players a armor option for bots since before Stillmoon was open you wasn't able to give T2 quested armor to bots.
Also unlike ToV armor wich is class specific, Stillmoon armor is only type specific.
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Brontu
Posts: 757

Re: Stillmoon Temple review

Post#3 » Tue Sep 14, 2010 8:08 pm

Stillmoon, while interesting really offers no incentive for anyone looking to progress.

I personally have cleared once (day it came out) just to do it, but from looking at the loot and the armor its too spread out and too time consuming for me to even consider going back in for my Bots.

As for the armor, it certainly seems designed 100% with bots in mind, no clickies, just passive skill mods. Honestly if the armor was more player based you would probably see more people in there. I think its a great idea, and while the focus clearly isnt on t2 content these days, i think that some minor tweaks, or some side progression in Stillmoon would see it as a more popular/worthwhile zone.

Been meaning to post about htis for a long time, but never really got around to it till i saw this post.
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Omle
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Re: Stillmoon Temple review

Post#4 » Tue Sep 14, 2010 9:11 pm

the fact that you cant coh is making me avoid it all together.
Keep the no coh limitations for high-end zones....

Stillmoon is not high-end, Amirite?

Im sticking to ToV for that lvl of play
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