Best Of
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
I liked a lot of what we saw overall, but the fights did feel very standard and empty? The lady of the rose felt very static. I'd love to see her have a voice line explaining what needs to happen, add to the story some. And my biggest gripe is the loot. Certain rare peices of gear sure, have that need to be rolled on, but that level of effort for only a few lucky people to get some is too lame. People need to get like tokens, mats, something. That's a big dragon, surely everyone can get some scales or something lol
I also do have some concerns with open world pvp in these types of zones. I assume that means these fights will even be more strenuous, so to succeed in fending off pvp, and beating the dragon, to still get nothing, would make it just feel worthless
Edit: I've given this even more thought. I think something interesting/fun/motivating that could happen is that as you participate in these world bosses you could get tokens/credits something every time you defeat one or participate in the battle. Then maybe you could use them to buy certain cosmetics or little items to work for. Even if you dont want everyone getting big drops, this could be a great alternative to farming up some type of currency to get some cool cosmetics for those that dont get any of the real loot, something like the trading post in wow perhaps?
I also do have some concerns with open world pvp in these types of zones. I assume that means these fights will even be more strenuous, so to succeed in fending off pvp, and beating the dragon, to still get nothing, would make it just feel worthless
Edit: I've given this even more thought. I think something interesting/fun/motivating that could happen is that as you participate in these world bosses you could get tokens/credits something every time you defeat one or participate in the battle. Then maybe you could use them to buy certain cosmetics or little items to work for. Even if you dont want everyone getting big drops, this could be a great alternative to farming up some type of currency to get some cool cosmetics for those that dont get any of the real loot, something like the trading post in wow perhaps?
Kryta
7
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Great mechanics, especially the adds spawning when the boss is at 30%—it really ramps up the intensity. As a suggestion, consider adding DoTs that need to be dispelled within 10 seconds; otherwise, they explode for massive damage. This would add an extra layer of pressure on healers and make coordination even more critical.
Additionally, you could introduce a phase where the boss shields itself (fir shield), reflecting a percentage of damage back to the players as a fire, until the shield is broken by a specific mechanic or coordinated group effort. And I love the idea with environmental hazards AoE zones that force players to reposition quickly or suffer significant damage.
Additionally, you could introduce a phase where the boss shields itself (fir shield), reflecting a percentage of damage back to the players as a fire, until the shield is broken by a specific mechanic or coordinated group effort. And I love the idea with environmental hazards AoE zones that force players to reposition quickly or suffer significant damage.
Axxor
6
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Another general question, will there be something to differentiate aesthetically attack animations from friends or foe? I can see where there could be problems with enemy AOE fire animations when compared to say the bard fire animation
Pedwin
1
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Firstly. Video looked washed and low quality due to lighting on the video. Bloom was too much.
Secondly, combat looked too static from Cleric PoV. I wish it was ranger or warrior PoV for longer times.
Other than above I have below points:
1. Elites did not feel elite while watching those earlier fights. Those monsters felts like their attack/ability movement is at half speed or low frames. I expects mobs to be more pro-active/reactive.
2. When dragon spawns, it just felt weird that it was just sitting there in a docile way waiting for people to group up get ready for raid, instead being pissed that its egg is stolen. Like it should stay in the sky roaming trying to search for limited range/roaring/blowing random fire showing rage , forcing players to build groups for raid far away.
3. As dragon blows fire, it should have some left over fire decals in the external part of the battle area, makes it feel real battlefield OR have a fire ring around the battle area so people have some jeopardy to kill the dragon and not just flee the PoI.
4.Under certain conditions like less than 50% health on frontline/tanks/warriors, dragon tail/claw swipe should knock them back in the air or flying air if they tail/claw swipe connect with the player.
5. I liked the mechanics of the dragon when health dropped below 20%/. I just wish those mechanics started earlier like around 75% or 50%.
6. I thought there was going to be a Dragon form change, based on steven's twitter post.
7. Include particle effect/environment effects , like skybox changes, surrounding Fire effects as the raid phases progress. Similar to how environment change when tower of Carphin story arc started. Even the particle effects of the dragon fight in A1 with small cinders would look good or occasional steam like effect to show a hot location.
8. Potentially culling particle effects on ability animations. For example, that overhead blue sheild of tank, is too opaque to see any players below it.
9. Boss background music should change intensity according to the phases, get more intense when we are closer to killing the boss.
That's all for now.
Regards,
Hrykaan
Secondly, combat looked too static from Cleric PoV. I wish it was ranger or warrior PoV for longer times.
Other than above I have below points:
1. Elites did not feel elite while watching those earlier fights. Those monsters felts like their attack/ability movement is at half speed or low frames. I expects mobs to be more pro-active/reactive.
2. When dragon spawns, it just felt weird that it was just sitting there in a docile way waiting for people to group up get ready for raid, instead being pissed that its egg is stolen. Like it should stay in the sky roaming trying to search for limited range/roaring/blowing random fire showing rage , forcing players to build groups for raid far away.
3. As dragon blows fire, it should have some left over fire decals in the external part of the battle area, makes it feel real battlefield OR have a fire ring around the battle area so people have some jeopardy to kill the dragon and not just flee the PoI.
4.Under certain conditions like less than 50% health on frontline/tanks/warriors, dragon tail/claw swipe should knock them back in the air or flying air if they tail/claw swipe connect with the player.
5. I liked the mechanics of the dragon when health dropped below 20%/. I just wish those mechanics started earlier like around 75% or 50%.
6. I thought there was going to be a Dragon form change, based on steven's twitter post.
7. Include particle effect/environment effects , like skybox changes, surrounding Fire effects as the raid phases progress. Similar to how environment change when tower of Carphin story arc started. Even the particle effects of the dragon fight in A1 with small cinders would look good or occasional steam like effect to show a hot location.
8. Potentially culling particle effects on ability animations. For example, that overhead blue sheild of tank, is too opaque to see any players below it.
9. Boss background music should change intensity according to the phases, get more intense when we are closer to killing the boss.
That's all for now.
Regards,
Hrykaan
Hrykaan
1
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
It probably took alot of time and hard work to get everythign working so smoothly as shown - however i must say keep working.
The fight music put me to sleep.
The overall sound design of attacks / dragon wings flapping / charging , was severely lacking impact
The fight itself, the mechanics are enough for a campaign entry level world boss.
(most people here expected a 40 man raid dungeon boss with full scale mechanics )
However it did not feel "epic" to watch.
The tuning was off (dmg/healing/endless ressing) and the dragon itself felt spongy (lack of soundeffects, lack of animations)
5/10 First impression.
The fight music put me to sleep.
The overall sound design of attacks / dragon wings flapping / charging , was severely lacking impact
The fight itself, the mechanics are enough for a campaign entry level world boss.
(most people here expected a 40 man raid dungeon boss with full scale mechanics )
However it did not feel "epic" to watch.
The tuning was off (dmg/healing/endless ressing) and the dragon itself felt spongy (lack of soundeffects, lack of animations)
5/10 First impression.
Dende
3
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Mob health and kill to time looked good.
However the mob damage inside the citadel was trivial. You could leave mobs unattended and nothing happened. The encounters looked nice, but not impactful or dangerous.
Battle ressing during combat really needs to be fixed. The firebrand encounter looked nice, but Steven continiously ressing people sort of ruined the whole encounter. 10+ min cooldown on ress on combat minimum.
Firebrands swirly ring animation looked nice, but didint really seem to do anything. The tailswipe animation also needs some work, it looked clunky.
Sound work and music was nice
The adds and siphoning in the firebrand encounter looked cool
However the mob damage inside the citadel was trivial. You could leave mobs unattended and nothing happened. The encounters looked nice, but not impactful or dangerous.
Battle ressing during combat really needs to be fixed. The firebrand encounter looked nice, but Steven continiously ressing people sort of ruined the whole encounter. 10+ min cooldown on ress on combat minimum.
Firebrands swirly ring animation looked nice, but didint really seem to do anything. The tailswipe animation also needs some work, it looked clunky.
Sound work and music was nice
The adds and siphoning in the firebrand encounter looked cool
Arunteli
1
[Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Hello glorious community,
We’d like your feedback on the Citadel of the Steel Bloom & Firebrand Preview shown during the August 2024 Development Update Livestream.
To help guide this conversation, here are a few thought starters you can choose from:
We’ll be compiling a report for the design team on Friday, September 13, 2024, so please try to get your feedback into this thread by then!
Everyone here at Intrepid Studios looks forward to reading all the feedback you have to share!
🐉 🤺 Our glorious adventurers defeated the legendary raid boss Firebrand in this gameplay video!
https://www.youtube.com/watch?v=T1gJiGXStHA
We’d like your feedback on the Citadel of the Steel Bloom & Firebrand Preview shown during the August 2024 Development Update Livestream.
To help guide this conversation, here are a few thought starters you can choose from:
- How do you feel about the Citadel of the Steel Bloom & Firebrand Preview?
- What excites you about playing and interacting within the Citadel, its enemies, and Firebrand?
- Is there anything in particular you’re excited or concerned about regarding what was shown with the Citadel of the Steel Bloom & Firebrand Preview?
- Are there similar areas or enemies you’ve seen in other games that you like or dislike? If so, please explain!
We’ll be compiling a report for the design team on Friday, September 13, 2024, so please try to get your feedback into this thread by then!
Everyone here at Intrepid Studios looks forward to reading all the feedback you have to share!
🐉 🤺 Our glorious adventurers defeated the legendary raid boss Firebrand in this gameplay video!
https://www.youtube.com/watch?v=T1gJiGXStHA
Vaknar
7
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Feedback/Concern: 5 or 6 items dropped for a 40-man raid which was, for me, a major concern. This is ultimately why WoW fell off for me back in the day as 20man and 40man raids became a full time job where it would take multiple raids, sometimes two weeks, to get 1 item and was one of the reasons why DKP was setup by clans/officers.
For me personally I don't want raiding to equate to a full-time job and participating in a 1-4 hour raid or longer (to compensate for wipes) and then not even get an item out of it; has always felt bad in any mmo. Just leaving this feedback here as I think players should be rewarded for participating in major raid content and for succeeding/completing that content.
For me personally I don't want raiding to equate to a full-time job and participating in a 1-4 hour raid or longer (to compensate for wipes) and then not even get an item out of it; has always felt bad in any mmo. Just leaving this feedback here as I think players should be rewarded for participating in major raid content and for succeeding/completing that content.
Shelledfade
17
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
1. Fire animation very fast
2. FOV very obscured when looking toward the sun, there was alot of dust/smoke in the air. Idk if it was intended.
3. Party merge/invite party would be nice
4. Visual indicator of party/raid members. When a couple people were missing I wouldn't visually see who would need to get invited.
5. Flamebrands flying line of breathe attack left a cindering graphical effect but didn't dmg players if they stepped on it. Idk if it was intended.
6. Steven took direct flame and took no dmg
7. Steven walked through fire circle and took no dmg
8. Assuming 5-7 was Steven on God Mode.
9. Target of target, when it was flamebrand the avatar png was missing, his cool dragon skull would be cool.
10. Would using ice/lightning based skills on the target while its in water have advantageous effects?
11. I was going to comment about the devouring flame text playing into the fight, I saw he absorbed essesence streams from the adds but what was the effect of it?
12. Idk if its intended to not have physics interactions on the water surface when the dragon is thrashing about.
13. Emberblade 100% should be renamed or used in a recipe for a Fire Brand
14. The dragons death throw animation, when it falls to the ground should damage who is under it
15. World 1st groups screenshots should be auto collected for use in announcements/PR
2. FOV very obscured when looking toward the sun, there was alot of dust/smoke in the air. Idk if it was intended.
3. Party merge/invite party would be nice
4. Visual indicator of party/raid members. When a couple people were missing I wouldn't visually see who would need to get invited.
5. Flamebrands flying line of breathe attack left a cindering graphical effect but didn't dmg players if they stepped on it. Idk if it was intended.
6. Steven took direct flame and took no dmg
7. Steven walked through fire circle and took no dmg
8. Assuming 5-7 was Steven on God Mode.
9. Target of target, when it was flamebrand the avatar png was missing, his cool dragon skull would be cool.
10. Would using ice/lightning based skills on the target while its in water have advantageous effects?
11. I was going to comment about the devouring flame text playing into the fight, I saw he absorbed essesence streams from the adds but what was the effect of it?
12. Idk if its intended to not have physics interactions on the water surface when the dragon is thrashing about.
13. Emberblade 100% should be renamed or used in a recipe for a Fire Brand
14. The dragons death throw animation, when it falls to the ground should damage who is under it
15. World 1st groups screenshots should be auto collected for use in announcements/PR
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Very cool to see an up-to-date dungeon/raid!
Positives:
To work on:
Also a bit concerned about PVP ganking in these non-instanced zones. Does this mean smaller groups will never be able to do this content? Not sure if this was already adressed.
Positives:
- Party enemy target
- Awesome lighting effects
- Awesome sound quality, especially with the dragon fight
- Looks like a solid old-school MMO feel
To work on:
- AOE enemy effects seem really hard to spot (even more so in the floors of the citadel)
- As mentionned by others, the mobs just waiting to be killed is a bit outdated
Also a bit concerned about PVP ganking in these non-instanced zones. Does this mean smaller groups will never be able to do this content? Not sure if this was already adressed.
Maltroth
2