The Grand Dungeon Review

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izanis
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Re: The Grand Dungeon Review

Post by izanis »

as kinda newbie i would say

Ant cave: lvl 1 is fine, lvl 2 is kinda hard with that terathan Matriarch (remove that and it would be great for newbies)

Despice: good as it is, and i know that relic is annoing but if it wasnt there no one would go to lvl 1.

Covetous: way to hard for a kinda newbie thin, but good mid. if you leave it make a new one that could serve a dungeon between despice and covetous.

rest i havent tryed yet since im to unskilled and ungeared.

Adram wrote:
FOR DEMZ NUBS
1. extend sewers into a real dungeon.
2. make a crypt type dungeon in britain GY
that could to the trick between despice and covetous
If it aint broken, dont fix it....
Bird nest: 40 12 40 00
Dante wrote:_IF_ you guys can vote us to 6th I'll do my best to release another high end dungeon.
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Zaradon
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Re: The Grand Dungeon Review

Post by Zaradon »

Covetous:
N/A

Despise:
Relic thing is pretty annoying and makes despise less popular.

Hyloth:
N/A

Deceit:
Kind of OK, but the 2'nd floor needs a revamp, too many ophidians in small area with no coverage + the traps - i think it's too much for just lvl 2.

Destard:
It's alright, altough lvl 1 should have 1-4 "medium" dragons on the far-NE.

Storm:
lvl 3 start is a wee-bit of flooded by Goblins, making it unable to move/allocate any strategy around.
Plus, goblins hit with elements and there are 4 phase spiders pretty close hidden, no space for fighters to engage.
Phase spiders will dispell the summons, making it a wee-bit of inhumane in such small space.
Its either remove the phased spiders or decrease the amount of goblins. There's no space for fighters nor casters to interact.
Pain doesn't meet the gain here.

Shame:
Sounds almost like an okay, however - i think the 2(end) and 3(start) floors need a rewamp, there's still small corridors and there has to be a way
for players to make a clear space to continue, currently it's too hard.

Venom:
Pretty good job there.

Salos:
Not very familliar with that dungeon, never liked it due to lever system + lag

Wrong:
Flooded, too much in small space. It's basically telling the players "F.U" via game mechanics.
What i want to tell you is that you can't simply escape a horde of undeads + bloodliches casting on you.
Even if you use refresh, you're still fooked due to potion cooldown timer.

Ant Cave:
Doesn't look like an ant cave, more like a mini-terakeep.

Orc Fort (cove):
Not very familliar with it, but the narrow passage should 100% be clean in the means of escape.

Fire:
Should be taken into review in my opinion, there's too little gain compared to how much time consumed on that dungeon.

Doom:
Well i tought it was a high-tier hunting place, but there's still some minor junk which doesn't belong there.

Ice:
EDIT;
Pretty good job there, nice challenge along with a pretty rewarding loot.
Good job really.

Ice World:
N/A

Khaldun:
2'nd floor is a bit of flooded by minor/useless junk which provides no profit for the hunters.
Poison elementals?
Bewitched halberd?
2'nd floor should have better mobs/loot.

Keldien Fort:
N/A

Terathan keep:
This dungeon might take a second look via the boss mobs.
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Cirius Do'Brim
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Re: The Grand Dungeon Review

Post by Cirius Do'Brim »

What's up with Storm?

- You got 7-8 sphinxes in the first floor, which is nice gold-wise, but repeative.
- Second floor has less djinnis and no goblins, which means much less loot than before.
- Third floor now has all the goblins, mixed up with ophidians, making it a complete mess.

Originally goblins were created to replace the ophidians, so I see no reason for ophidians to be there (again). Storm is an electric/energy dungeon and all the mobs should be energy/electric affiliated. The more you mix up different elements there (i.e. ophidians and poison), the more you kill the purpose of having an elemental dungeon, as it only forces players to use auropian armor. Stick to one elemental, not several.
tehsquish
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Re: The Grand Dungeon Review

Post by tehsquish »

I haven't been in storm recently but the goblin gut-check on level 3 already made the place quite a risky proposition. I thought it was already quite difficult and required some good planning to pass level 2. I will check it out sometime if I can.

Also I'm a little concerned about the Cacodemon room in Terathan keep.... The problem is the whole first part of the dungeon is quite easy. I went with Zara last night and he can solo the whole thing pretty much - however the cacodemon room is more like a 4-5 man job.

You wouldn't take 4-5 people into terathan keep because the loot in the first section simply isn't good enough. The difficulty scaling is all off I guess is what I'm saying... It starts at like a 4 for difficulty and ends at 11.
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Ivan
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Re: The Grand Dungeon Review

Post by Ivan »

tehsquish wrote:I haven't been in storm recently but the goblin gut-check on level 3 already made the place quite a risky proposition. I thought it was already quite difficult and required some good planning to pass level 2. I will check it out sometime if I can.

Also I'm a little concerned about the Cacodemon room in Terathan keep.... The problem is the whole first part of the dungeon is quite easy. I went with Zara last night and he can solo the whole thing pretty much - however the cacodemon room is more like a 4-5 man job.

You wouldn't take 4-5 people into terathan keep because the loot in the first section simply isn't good enough. The difficulty scaling is all off I guess is what I'm saying... It starts at like a 4 for difficulty and ends at 11.
Cocadaemon is doable with 2 man, if you know how ofcourse
tehsquish
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Re: The Grand Dungeon Review

Post by tehsquish »

2 of them at once in a tiny room with nowhere to hide. greater mummy and liches as well. Not just 1 cacodemon.
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Ivan
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Re: The Grand Dungeon Review

Post by Ivan »

tehsquish wrote:2 of them at once in a tiny room with nowhere to hide. greater mummy and liches as well. Not just 1 cacodemon.
Ok, thats a bit too much already.
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Cirius Do'Brim
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Re: The Grand Dungeon Review

Post by Cirius Do'Brim »

I'd just leave the undead stuff to the catacombs. It's a nice and nifty place to visit every now and then. Spreading it deeper in the dungeon doesn't make much sense. Stick to the theme, it's terathan keep. If it needs to be made more challenging, add greater terathans.

Same deal with Storm of course. If you guys insist there must be ophidians (although, goblins are already a copy of minotaurs that are a copy of ophidians), then create a new breed that hits electric. Adding more elements just kill the harmony. The wisps in Storm lv2 aren't needed either, they just shoot kalvas. Replace them with goblin warriors. Those warriors are much easier than priests and elders, and they're designed for the lower levels.
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