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!

  • KelKel Posts: 45
    edited April 21

    Essence Gathering

    The essence gathering process really got players involved and it truly became a server-wide event that involved almost if not all active guilds. It even created new alliances amongst some of the servers largest guilds and created new friendships amongst them. This was a one-time event that will remain memorable for many, I'm sure.

    West Wing

    Quartermaster Dorinakka
    • periodically spawns human adds
    • periodically whirlwinds all nearby mobiles
    Simple, fun boss that's fairly easy to solo if needed. Just keep control of the adds.

    Overseer Sanguis
    • periodically spawns human adds
    • strong melee attacks
    Same adds as Dorinakka, but this guy hits like a truck. Can be hard to solo if he gets off too many hits in a row as a melee. I think I prefer this fight to Dorinakka.

    Shadow General Kael
    • necromancer warrior
    • periodically disarms nearby mobiles
    • falls off his nightmare, Shadowmane, upon death allowing it to be tamed if you have the Shadow Reaver Bridle
    Fairly straightforward fight that's fun and pretty easy to solo. The added disarm mechanic is nice, keeps a melee a bit more engaged. I almost wish he was harder given the significance of trying to obtain Shadowmane. The meta is to run to him first to ensure a chance at the Shadow Reaver Bridle lure.

    Gristlemaw Devourer / Sous Chef
    • periodically throws stinking cauldrons on the ground that spawn gooey maggots
    • Sous Chef will periodically inflict AOE damage if left unchecked
    Fun fight with varied mechanics and adds. The Sous Chef is a good addition, but I wish he had a bit more health allowing him to be a larger part of the fight.

    Kraggor the Red-Footed Reaver
    • periodically throws exploding bagballs around him, pick these up and throw them back at Kraggor
    I like the theme and the bagball mechanic. I can't say I see any obvious effect from throwing the bagballs such as additional damage, etc. Some others feel the same and have just stopped throwing the bagballs back because they don't see the point.

    South Wing

    Malzhor the Unchained
    • periodically lights nearby mobiles on fire, reducing their resistance to fire
    Easy boss to solo, good starter boss for those who are stepping into the dungeon for the first time.

    Harvester
    • periodically casts wither and reanimate
    Fun boss with some necro mechanics. Pretty straight forward but he can put out some damage for sure.

    Blizzard
    • casts icy wind on nearby mobiles that starts to freeze you from within, keep moving otherwise you'll be frozen and take 3x damage from the freezing ticks
    • periodically spawns snow elemental adds
    This is the most difficult dreadguard of the bunch. The adds are quite troublesome and the freezing mechanic can be tough to work around when casting, healing, etc. Fun, involved fight but always expect casualties. Pets can be tough to manage at this boss. Keep an eye out for that frost steed, though!

    Arkanis the Technomancer
    • periodically spawns clockwork adds
    Arkanis feels like a warmup for Clockwork Juggernaut. Straightforward and easy, just don't let the adds build up too much.

    Clockwork Juggernaut
    • after enough damage he'll initiate Extermination Protocol and do a large amount of AOE damage to all nearby mobiles (this AOE can stack)
    • can throw nearby mobiles into the jail cells
    • periodically disarms nearby mobiles
    This can be a pretty tough fight but fun mechanic fight. When those Extermination Protocols hit they do a good amount of damage and stun you. If they stack you might be stuck soaking three full rounds. Probably won't survive three in a row. Just run away when he begins the Extermination Protocol and you're good to go!

    Slithering Maw
    • after enough damage he digs down and begins stalking the highest damage since last resurface
    • once he resurfaces, he deals a large amount of damage the targeted player and AOE damage to nearby mobiles
    With a lot of people this can be an annoying fight. Three second or less bursts to be able to do damage before he digs again. That chain of digging and popping up to deal damage can be guaranteed death for someone if they get stalked three times in a row. With a smaller group this fight is much more manageable and fun. It just doesn't scale well with a lot of people.

    North Wing

    Miedys the Goldsmith
    • periodically turns a nearby mobile into gold
    • periodically spawns golden elemental adds
    Easy fun fight, just keep control of the adds. They build up quick. His theme and turning things gold is a fun mechanic!

    Aurum the Gilded
    • strong melee attacks
    • periodically disarms nearby mobiles
    This guy strikes me as someone with a bad gold addiction. Dude has issues. Fun thematic fight, though, following the Goldsmith. Not too hard with a group, probably reasonably easy to solo.

    Wine Elemental
    • makes all nearby players drunk on wine
    • periodically casts a damaging AOE to nearby mobiles
    I love the idea of walking into the wine cellar only to find that the wine has morphed into a killer wine elemental. Probably the most fun, amusing mechanics as you spend the next 10 mins or so running around the dungeon drunk, singing, and taking off your clothes. Pretty straightforward fight, just be mindful of the AOE!

    Oryh'k the Unseen Hunger
    • periodically casts various spellweaving spells
    Fairly simple boss, but deals a good bit of damage with those spellweaving spells. You can find yourself almost dead pretty quick.

    Exarch Wing

    Riftborn Monstrosity
    • periodically spawns mawling adds
    This boss almost seems tuned to the level of a dreadguard, not an exarch. By far and away the easiest exarch. Just manage adds.

    Gnarled Veilkeeper
    • periodically creates highly damaging brambles at the feet of nearby mobiles
    • periodically creates a clone of a nearby mobile, if not killed in time it will turn into a stronger evil twin
    • after enough (fire?) damage he will begin to combust repeatedly, dealing significant AOE damage to himself and nearby mobiles
    This is a mechanically challenging boss, especially with a lot of players and pets. The more mobiles the more brambles, and those brambles, especially when stacked, are incredibly dangerous. It makes it nearly impossible at times for a melee or a pet to be able to get in there and fight without immediately dying. The combustion phase is fun and pretty easy to deal with, just stay out of range. A lot of the damage to the boss in this fight actually comes from that combustion phase, pretty cool mechanic. Lastly, don't ignore your clones! They get much harder to kill once they become your evil twins. As "annoying" as this boss can be, I do like the mechanics. The way they scale can be rough though.

    Vor'lthar the Void Maw
    • phase 1 he's in a hibernation state and he'll eat nearby mobiles, doing damage in the process
    • phase 2 he awakens and gains mage abilities, applies a gaze debuff to nearby players and will periodically shoot energy bombs in the direction of nearby players in his LOS
    Meatball! This is a really fun thematic boss. Super creepy looking, eats everyone around him in the first phase and finally wakes up/evolves into meatball with eyes. The second phase is pretty easy if you pay attention, but lots of fun. Just avoid the bombs heading your way and make sure you reequip your armor if it falls off due to the debuffs.

    Riftbreaker Construct
    • periodically sets a timed energy bomb on some nearby mobiles. once the timer expires the bomb will explode and send an energy shockwave in a circle around you
    • periodically sets a timed energy bomb on all nearby mobiles
    • he explodes upon death killing anyone in range
    The hardest boss in the new Forsaken Bloodline dungeon from a group mechanic perspective. This is because not only can you kill yourself with the main bomb mechanic, but you can easily kill others as well. With a bunch of people fighting the boss at once it can quickly get out of hand with bombs exploding everywhere and covering nearly the whole battlefield. The secret to this boss is stacking! Super fun boss, awesome mechanics.

    Secret Boss

    The secret boss is a ton of fun and the first time I saw his name and his abilities I couldn't help but laugh. Well done on this one, even though the fight can be pretty long and hard depending on how many people are participating.

    Additional Thoughts

    The boss encounters are a lot of fun and it feels like a lot of passion was put into them. It's a fun dungeon with a lot of variety that has a good amount of replayability. The only bad thing amongst all this good is the rampant botting/multiboxing that seems to take a lot of wind out of peoples' sails. It definitely doesn't feel good and I'd hate for a bot train to be one of the first things a new UO player sees.
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