New UD dungeons feedback
Posted: Tue Jul 13, 2021 5:20 pm
This morning I got a few people together and we did 3 of the 4 new Underdark dungeons. Our party was comprised of a level 10 sorcerer, a level 11 favoured soul, and a level 10 fighter with a scimitar, along with a zombie that the favoured soul summoned. We started with...
The Wormworks
+Pretty looking with good performance. Maintains a grungy, slummy atmosphere without killing your loadtime through placeable/fog overuse.
+Lots of monster variance
+XP rewards are probably good for its level; we weren't getting much but we didn't struggle either
+A good amount of useful resources like sand, coal, or malachite
+Has the tophat mane ringmaster model in it
+Plenty of monsters to fight. I never felt like I was just walking through tons of empty space.
-Despite there being a lot of different types of mane, they all look pretty much the same aside from the (Ringmaster). I realise that this is more the fault of the limited hak resources than a true design flaw, but at a glance you're just fighting a big fleshy blob.
It was advertised as a level 5-9 dungeon, but really I think it fits more in the 3-7 range, sort of like the Bonefields or the city sewers -- which is fine, as that level range is pretty limited dungeon-wise in the UD. I'd like to be a little more detailed here but it's a pretty short little place and we were clearly a few shades overleveled, so plowed through it like it was nothing.
Urae-Slananis
+Lots of cool little side areas with the various tents, and different entrances/approaches. It's a nice touch.
+Generally, monsters are challenging without being overpowering and give good XP.
+Flavour text is a tiny addition that makes a big difference; it comes with a very "D&D" feel to it. The "larder" room, as an easy example, wouldn't be nearly as atmospheric without it
+The big areas are big, but they're not Sibayad Tombs big. You're covering a lot of ground, but it's not excessive and it's broken up into enough areas that I don't think you'll have to sit and wait outside for respawns like you do with places like the aforementioned Tombs. I went in expecting this in particular to be a lot worse than it was, so you can imagine it was a rather pleasant surprise.
+Plenty of loot chests and things like that. Some of them even have their own specific names and models that fit in with the surroundings, like the "moldy wood chest," which is a cool touch.
+There's a portal part-way through, so you don't have to complete all the dungeon if you can't or get bored of it. This place is one of the longer dungeons on the server period, let alone at its level range.
+/-First floor feels really disappointing on a lack of spawn density, but every floor thereafter feels great and full of monsters to fight. Maybe I just got unlucky?
+/-The putrefying egg traps have weird ranges. Some of them trigger a lot further away than others, so it's hard to predict when you'll have to run through the stinking clouds or not. It doesn't feel like intended behaviour, and I like the concept behind them a lot otherwise. It definitely feels like the sort of nasty trap stinky frog-people would leave.
-Red slaadi in the later portions have epic dodge for some reason? This one feels almost like a bug. It's weird. They are the biggest monsters in the dungeon except for the Toad boss.
-Cave stirges are going to be really, really, really tedious for parties without magic missile or something similar -- I get what they're trying to do, but even with my magic missiles it was a definite "grind to a halt" moment as my party members missed attack after attack after attack on pretty offence-bereft creatures.
-Pod priests use lesser dispel, which punishes resource-scarce low level characters a lot more than it would characters with more levels. A level 20 guy can easily afford a dozen bull's strength potions without any worry, but somebody at level 7 has to ration them out much more. Same goes for spell slots.
-The pod queen has Acid Sheathe, which hits really hard -- for in the mid-20s of damage, which is a LOT at early levels. I think it should probably be scaled down to Death Armour or something, as right now it just hurts way too much; trying to fight that without spell breach would've been impossible.
-The hak model of the toad boss at the end is fine when the toad is really small. When it's really big, the low resolution of the model is really evident, and more importantly the animations of the thing look extremely weird. When it attacks sometimes it hops backwards, so the giant size of it makes it leap forward a ridiculous distance in a ridiculously short period of time. It's kind of hilarious to watch, but it's kind of out of place against the "tree full of corpses" that it's stationed next to.
Aside from a few quibbles, this is probably my favourite of the bunch. It feels rewarding and doesn't go crazy with things like traps, the areas are big but not too big... it hits a lot of good notes. I like it. It's best suited for players on the lower end of its range, though. I think if we waited until 12 to come here it would have been way too easy, and even at level 10 we had no real trouble at any point (but would've probably wasted a lot of heal kits if not for me having spell breach at the Queen boss)
Troglodyte Citadel
+Tons of enemy variance, both visually and mechanically. Some troglodytes are red, some are green, and they all have different weapons. You can easily tell which monster is what without needing to press Tab.
+Nice dungeon length & area sizes. It's actually quite quick to go through.
+Some of the areas are really cool looking, like the one prior to the Throne Room is especially nice looking. It reminds me a lot of the kobold sewer dungeons from DDO.
+Some of the traps do more interesting things than "roll reflex or you take xd6 damage."
+/-Speaking of traps, this place has a LOT of traps. Parties with a trap-disabler will be fine, and that person will feel really useful. Parties without will not have much fun at all and are probably better off to avoid it altogether.
+/-It also has a lot of climb checks. I don't know how much content is behind these checks, as none of my party had the skill.
-The Corpse-Eater monsters cast Greater Sanctuary. It's pretty annoying to have to wait out the duration of that spell, especially as they rarely use the time to do anything interesting with it. When it ends a lot of the time they're not doing anything but casting Protection from Elements or something.
-It's kind of annoying to reach, nestled up in a labyrinth of ramps and cliffs and attached to a weird specific northern transition from an area that has three different northern transitions right next to one another.
-The Shark Pit trap near the beginning is weird because it feels more rewarding than punishing. It's actually faster to clear the dungeon by falling through to the pit and taking the ladder at the end of it than by going through normally. That probably shouldn't be the case.
-The ending boss fight is pretty rough. She has a phylactery AND acid sheathe (which I went over earlier, about the bullywug queen) AND other spells. The dungeon isn't that hard altogether, but the boss fight is a massive difficulty spike. She also doesn't have a unique description, sharing one with the aforementioned Corpse Eaters.
-The XP could probably be tuned just a sliver upward. It's not totally awful as it is, but it is less than you'd expect it to be, which is disappointing.
This one is easily my least favourite of the lot. It has a lot of weird bugs, like how the second map doesn't have a minimap (it's all just white space instead for some reason? really odd to look at) and the first area literally has a sky. I think it could be interesting, but as it stands it's hard to get to and feels inaccessible to any party without a trapmonkey. I like the idea of traps that send you to other places instead of just doing damage, but the way they exist now feels kind of disorienting.
I'm really glad that the server is getting this kind of rapid-fire content in general, not just the UD (though the UD needed it quite badly!) and I had fun testing all these things out. With all that said, I'm hoping to make another post here in the next few days about the other new dungeon as well! I'm just not quite high enough level yet.
The Wormworks
+Pretty looking with good performance. Maintains a grungy, slummy atmosphere without killing your loadtime through placeable/fog overuse.
+Lots of monster variance
+XP rewards are probably good for its level; we weren't getting much but we didn't struggle either
+A good amount of useful resources like sand, coal, or malachite
+Has the tophat mane ringmaster model in it
+Plenty of monsters to fight. I never felt like I was just walking through tons of empty space.
-Despite there being a lot of different types of mane, they all look pretty much the same aside from the (Ringmaster). I realise that this is more the fault of the limited hak resources than a true design flaw, but at a glance you're just fighting a big fleshy blob.
It was advertised as a level 5-9 dungeon, but really I think it fits more in the 3-7 range, sort of like the Bonefields or the city sewers -- which is fine, as that level range is pretty limited dungeon-wise in the UD. I'd like to be a little more detailed here but it's a pretty short little place and we were clearly a few shades overleveled, so plowed through it like it was nothing.
Urae-Slananis
+Lots of cool little side areas with the various tents, and different entrances/approaches. It's a nice touch.
+Generally, monsters are challenging without being overpowering and give good XP.
+Flavour text is a tiny addition that makes a big difference; it comes with a very "D&D" feel to it. The "larder" room, as an easy example, wouldn't be nearly as atmospheric without it
+The big areas are big, but they're not Sibayad Tombs big. You're covering a lot of ground, but it's not excessive and it's broken up into enough areas that I don't think you'll have to sit and wait outside for respawns like you do with places like the aforementioned Tombs. I went in expecting this in particular to be a lot worse than it was, so you can imagine it was a rather pleasant surprise.
+Plenty of loot chests and things like that. Some of them even have their own specific names and models that fit in with the surroundings, like the "moldy wood chest," which is a cool touch.
+There's a portal part-way through, so you don't have to complete all the dungeon if you can't or get bored of it. This place is one of the longer dungeons on the server period, let alone at its level range.
+/-First floor feels really disappointing on a lack of spawn density, but every floor thereafter feels great and full of monsters to fight. Maybe I just got unlucky?
+/-The putrefying egg traps have weird ranges. Some of them trigger a lot further away than others, so it's hard to predict when you'll have to run through the stinking clouds or not. It doesn't feel like intended behaviour, and I like the concept behind them a lot otherwise. It definitely feels like the sort of nasty trap stinky frog-people would leave.
-Red slaadi in the later portions have epic dodge for some reason? This one feels almost like a bug. It's weird. They are the biggest monsters in the dungeon except for the Toad boss.
-Cave stirges are going to be really, really, really tedious for parties without magic missile or something similar -- I get what they're trying to do, but even with my magic missiles it was a definite "grind to a halt" moment as my party members missed attack after attack after attack on pretty offence-bereft creatures.
-Pod priests use lesser dispel, which punishes resource-scarce low level characters a lot more than it would characters with more levels. A level 20 guy can easily afford a dozen bull's strength potions without any worry, but somebody at level 7 has to ration them out much more. Same goes for spell slots.
-The pod queen has Acid Sheathe, which hits really hard -- for in the mid-20s of damage, which is a LOT at early levels. I think it should probably be scaled down to Death Armour or something, as right now it just hurts way too much; trying to fight that without spell breach would've been impossible.
-The hak model of the toad boss at the end is fine when the toad is really small. When it's really big, the low resolution of the model is really evident, and more importantly the animations of the thing look extremely weird. When it attacks sometimes it hops backwards, so the giant size of it makes it leap forward a ridiculous distance in a ridiculously short period of time. It's kind of hilarious to watch, but it's kind of out of place against the "tree full of corpses" that it's stationed next to.
Aside from a few quibbles, this is probably my favourite of the bunch. It feels rewarding and doesn't go crazy with things like traps, the areas are big but not too big... it hits a lot of good notes. I like it. It's best suited for players on the lower end of its range, though. I think if we waited until 12 to come here it would have been way too easy, and even at level 10 we had no real trouble at any point (but would've probably wasted a lot of heal kits if not for me having spell breach at the Queen boss)
Troglodyte Citadel
+Tons of enemy variance, both visually and mechanically. Some troglodytes are red, some are green, and they all have different weapons. You can easily tell which monster is what without needing to press Tab.
+Nice dungeon length & area sizes. It's actually quite quick to go through.
+Some of the areas are really cool looking, like the one prior to the Throne Room is especially nice looking. It reminds me a lot of the kobold sewer dungeons from DDO.
+Some of the traps do more interesting things than "roll reflex or you take xd6 damage."
+/-Speaking of traps, this place has a LOT of traps. Parties with a trap-disabler will be fine, and that person will feel really useful. Parties without will not have much fun at all and are probably better off to avoid it altogether.
+/-It also has a lot of climb checks. I don't know how much content is behind these checks, as none of my party had the skill.
-The Corpse-Eater monsters cast Greater Sanctuary. It's pretty annoying to have to wait out the duration of that spell, especially as they rarely use the time to do anything interesting with it. When it ends a lot of the time they're not doing anything but casting Protection from Elements or something.
-It's kind of annoying to reach, nestled up in a labyrinth of ramps and cliffs and attached to a weird specific northern transition from an area that has three different northern transitions right next to one another.
-The Shark Pit trap near the beginning is weird because it feels more rewarding than punishing. It's actually faster to clear the dungeon by falling through to the pit and taking the ladder at the end of it than by going through normally. That probably shouldn't be the case.
-The ending boss fight is pretty rough. She has a phylactery AND acid sheathe (which I went over earlier, about the bullywug queen) AND other spells. The dungeon isn't that hard altogether, but the boss fight is a massive difficulty spike. She also doesn't have a unique description, sharing one with the aforementioned Corpse Eaters.
-The XP could probably be tuned just a sliver upward. It's not totally awful as it is, but it is less than you'd expect it to be, which is disappointing.
This one is easily my least favourite of the lot. It has a lot of weird bugs, like how the second map doesn't have a minimap (it's all just white space instead for some reason? really odd to look at) and the first area literally has a sky. I think it could be interesting, but as it stands it's hard to get to and feels inaccessible to any party without a trapmonkey. I like the idea of traps that send you to other places instead of just doing damage, but the way they exist now feels kind of disorienting.
I'm really glad that the server is getting this kind of rapid-fire content in general, not just the UD (though the UD needed it quite badly!) and I had fun testing all these things out. With all that said, I'm hoping to make another post here in the next few days about the other new dungeon as well! I'm just not quite high enough level yet.