New Legacy Pub 2: Forsaken Bloodline Dungeon Feedback

ParallaxParallax Posts: 14Dev
Congratulations on unlocking the new dungeon! Please provide any feedback you have on the encounters here. Thanks!

Comments

  • GarretGarret Posts: 268
    edited April 17

    Opening:

    • For me unfortunately the essence chase was more fun than the dungeon itself. People had a reason to participate in pvp spawns, internal politics began to emerge, some interactions began, people began to negotiate or - no, it created a healthier environment, now it died and in just a week.
    • I think the dungeon shouldn't be open all the time, the chase for essences should be ongoing, it should be in the spirit of Peerless boss or Quderact where only a group that has used essence can be there at the same time. This will continue the race for essences, force players to agree on their exchange, unite in guilds or groups to go through the content together, and not just stand in afk in front of the boss they need.The development of politics will continue due to the fact that part of the essences is behind PvP and people will either seek protection or learn to fight, or negotiate exchanges.

    Dungeon:

    • The fact that the dungeon is divided into wings is good - interesting, but the fact that they are open all the time is a mistake, this has already led to people just coming, killing Kael and just going AFK until the next respawn, good luck getting the desired loot.... let someone else clear the dungeon but not me - right?
    • Only one wing should be open and the bosses should be better separated from each other so that it is either very difficult or impossible to get to the other bosses, unfortunately linearity in an initially linear dungeon is necessary or it creates an imbalance.

    Balance:

    • The bosses of the first three wings are very easy and do not correspond to the idea of ​​increasing the complexity of the content as the server progresses, in fact, the most difficult boss of the initial wings is the blizzard cyclone simply because due to the huge number of people it is not clear how the mechanics work, whether we need to move to warm up or just kill trash.The worm that buries every hit is more annoying than something interesting.
    • Exarchs are something closer to what Blackthorn could and should be. I understand the idea of ​​making filler bosses at the beginning and then you get to the hard ones, but the rewards for easy bosses are so strong and more varied that there is no point in going to Exarchs?
    • Exarchs have more interesting mechanics and are similar to real bosses, at least those that I saw, I liked Automaton the most because in my opinion this is how all mechanics in the game should look like, not something mindless hit and heal, but watch your debuff, run away in time, stop at a certain moment, keep your distance, this is a very complex and good mechanic, of which there should be at least two per boss, the rest of the bosses, without looking at the attempt to create something similar, are killed by simply throwing "slippers" and you watch as the boss dies.
    • I understand that over time the number of people will decrease and it will not be such an annoying factor, but it has always irritated me and maybe it is time to do something about it?When there are 20 people with big dragons in a small room, I don't see anything, not interesting animations that you came up with for the fight, neither the boss himself, nor his corpse, nothing. The second annoying thing and I understand that this problem has been around for many years, you come up with interesting colors and skins for monsters, but I can't see them because the target I chose turns red and it's very difficult to see anything.
    1. Maybe it's time to improve the new target system so that it's more obvious what target you've chosen, maybe additinal portraits? or just a checkbox in the settings to disable color changes for the selected target?
    2. Another great addition would be the ability to turn off visualization of other people's pets or even players, so I can see the boss in a crowded room with dragons, even one dragon can be enough to block the entire view.

    Rewards:

    • Regulating loot is already your design decision, I understand, but in general, a huge amount of HP on things does not lead to anything, we have been in the HP overcap (25) since the first day, it seems to me, and now there is even more.
    • I'm already working on opening the blacktorn on the Japanese server for testing and I understand that there is a chance of getting access to it before even the first phase of loot progression in the world, if I get things from this dungeon what good would it do for me to pick up jewelry items from the world at all?
    • The drop chance will most likely be regulated, which is another problem. Now people will abuse Kael and get the lure, and then you will reduce the drop chance to 0. Great. Everyone who abused the fact that you can just go to the boss and have a high chance will get rich - that's bad.
    • Redistributing stats I don't see that it will do anything, I don't see how I can use these extra stamina to reach new speed breakpoints or something. I see the idea of ​​designing things a little differently, go with the idea of ​​slots, the belt should be a utility slot, first aid belt, reagent belt, scroll belt, tools belt. The talisman should be an active item, apply debuffs/buffs when used. AKA trinket, so it will be possible to balance things, add effects for pvp and pve and balance it. Let's say a buff for a mage so that his spell mg is stronger at the right moment or a slowdown for a melee fighter so that he can at least sometime catch up with his target or some temporary buffs for pve like 60 ssi for 10 seconds so that you can use slow weapons. Just as thoughts.

    Bugs: 

    • Haven't found any major bugs yet, but the quartermaster spams the sound effect with every hit, it was so annoying that I had to turn off the sound in the game.

    P.S. Just facts, no insults, accusations of poor work or personal dissatisfaction with anything.
  • HippoHippo Posts: 328
    Good analysis! All those dragons in BT rooms reminded me of EM events. Only Boss I could see was that whirlwind Boss.
  • HippoHippo Posts: 328
    Who or what is "Kael"? Is Kael the Uber Boss in BT dungeon, if so where is he located?
  • TETSUJINTETSUJIN Posts: 40
    Hello,

    Is there any way for a character who has chosen the Divergent-Path to obtain earrings?
    (Divergent-path character can't start any narrative quest line)
    I know this is very rare case, but if two characters on an account both chose the Divergent path, would the earrings not be available? 

    Right now I have multiple earrings (obtainable daily) obtained by characters on the same account's Narrative-path.
    The earrings have an owner propaty but it is common between accounts so it is not a problem.
    The ones obtained by another character on another account could not be equipped.

    Will the earrings be available in the future in some way other than story quests?
    Like a trader's reward or something?
    I would like to see re-creating a character be the final solution.
    I apologize if a solution already exists and I have missed it.

    If we open a gate out from inside the barrier before entering the Blackthorn dungeon, we can enter the dungeon even if the character does not have the earrings equipped. ...... (I don't think this is the right way to do it.)

  • RAVERRAVER Posts: 9

    Thank you very much for adding such a wonderful dungeon.

    Although I haven’t run each dungeon enough times to provide detailed feedback on specific encounters just yet, I’d like to share my overall impressions.

    First of all, the variety of abilities used by each boss made every fight feel fresh and exciting. Some bosses offered a balanced challenge, while others were truly formidable. Each battle felt like a new adventure, and I found myself genuinely thrilled every time. It’s no exaggeration to say that this content is exhilarating—I had an amazing time.

    What impressed me even more was the natural cooperation among players. Watching strangers support each other and face challenges together reminded me of the kindness and strength of the UO community. I believe that this kind of positive and cooperative experience will resonate well not only with current UO players but also with returning veterans and newcomers alike.

    Lastly, if I may share a small concern:
    In the past, attempts by a minority of PvP-focused players to impose their version of “order” or “politics” often led to monopolization by select groups. This, in turn, drove many players away. To avoid repeating that history, I believe it’s crucial to keep PvP elements to a minimum, especially in content that should feel welcoming to new and returning players. Fostering an environment centered on cooperation rather than competition will go a long way toward expanding and sustaining the player base.


    Once again, thank you to the entire development team for your passion and dedication!

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