#Campsites
1 messages · Page 1 of 1 (latest)
Ahh got it! Here is perfect
I got you Bretton.
Quite like them, unsure if they are needed in dungeons. But a massive shoutout for making the last boss the checkpoint in dungeons.
They look good to me. I think with adventures being quick little intros, basically, they're solid.
We used them to skip trash packs by having the tank drag the pack out of the way so we could click a campfire later on
I think they take a bit too long to activate but overall I like them. Checkpoints are always appreciated.
I enjoy the checkpoint system, you can do some pretty cool skips with them. There are some weirder checkpoints like in nightpatrol where there are 2 of them basically in a row.
I like them and think they work well in this type of game
Oof. can't say I'm a fan of skipping that way though O_o
I didn't even really notice that they weren't in Dungeons, but I really like them in Adventures. None of them feel out of place, and I really like the frequency with which they're made available.
More strategic placement for advanced routing could be really cool, but the Adventures are short enough that I don't think that's really possible without over-saturating the placements
They're perfect. They explicitly tell you where you're going to respawn instead of having innate knowledge of the dungeon
^
I think it would be good if they just activated when you run by them instead of interacting with them
I like the interaction step, but they could maybe be a shorter cast time
There's one kinda weird thing where the last NP campfire can be clicked without pulling the pack next to it, but when you respawn there you instantly pull the pack
Or maybe just a right click that doesn't have a cast bar
These are pretty amazing, I will say the only side piece with this is they shouldn't be near where a mob can spawn, specifically the last one in Night Patrol even though it is a crowded area, I would prefer it to be in a little alcove or something. We got stuck a little while because a mob in +12 Night Patrol was just camping the campfire that our Arteos was on by mistake.
All in all a great feature though and a nice checkpoint system
Catches a lot of people out and can be a bit of a noob trap
I think they're a perfect visual indicator if nothing else. I would have loved to see campfires spawn (pre-lit) on boss kills as well to communicate the different respawns.
agree on this one
I've gotten locked out of boss rooms more than once because I was activating a checkpoint in case we messed up a mechanic and wiped (wyrmheart caverns especially, if I'm not confident the tank will keep the boss pointed away from the party). Naturally getting locked out tends to cause a wipe, but at least there's a checkpoint nearby to shorten the walk of shame
How would we feel about them spawning on bosses instead of auto setting Respawn point?
I think that would be prefered. I also think locking the boss room from ONLY one direction is a good idea. Don't let people out but let people in.
Near by would be fine also. I could see someone accidentally starting the boss before all spawned
I'd absolutely forget to click them haha
spawning them on bosses but auto-lighting them would be cool, maybe with a flare-y animation with the logs falling and then spontaneously combusting
If you're doing more non linear / 4+ boss dungeons I think that would be preferable in some cases
^
Yeah, Wraithtide is a good example.. where multiple paths leads to weird respawn points.
If doing non-linear, it would be cool to be able to re-activate ones you previously used to change your spawn point
Bosses are already basically checkpoints in a dungeon, making them mechanical checkpoints too makes sense
(with something like a circular dungeon layout or w/e)
Sometimes you get a boss respawn point that's just worse than the previous one
Or the starting area
"Start dungeon, go left, kill boss, intentionally don't light fire, jump off map, go back to start, go right" kinda ideas?
I enjoy the idea of choosing if you want to light the fire or not
Would NOT auto-lighting after a boss offer interesting purposeful death to jump back to another route?
Yes
Yes
100%
yeah I think so
That makes sense yes
It also opens up your options to make dungeons less linear
yeah definitely
I'm worried for cursed runs where we forget to light them lol
Because you're no longer giving us a bad respawn down a long corridor
Yes. They should be manual.. to give the group some sort of ... "oh hey.. you were supposed to click that".. it mixes it up a bit..
depends if you want death skips like that to be a part of the game but imo itd be sick to enable em
Drakeheart I would LOVE to be able to just die after the ranger boss an go right to the elemental
any added optimization potential is fun
@twin orchid actually slight change, auto-lighting with the option to douse them to disable I think would be good for that. Allows purposeful death routing, but is pug-protected for "normal" routing through a dungeon (saving you from all 4 forgetting to click/not realizing it spawns to click)
I can absolutely accept the upsides of having the choice over the downside of forgetting sometimes and laughing about it
Player choice = good
I mean they could make campfires fast travel points
Honestly i feel concerned about how good this would really be though?
Why die
tbh hopefully that gets changed xd
but depending on dungeon layout it may be easy to build ult for boss, blow ult on boss, then die and re-build before next boss
In Demonbrand we have that shortcut after the 1st boss on the way to the 2nd. That gets kind of redundant with campfires nearby or past that though
Faster than running back
I know so wouldn't a fast travel point make more sense?
I feel the opposite actually, i think building ults adds a really really cool concept to the routing and an awesome way to express skill
Fast travel feels like cheating.
my tank earlier just intuitively changed the route to pull more stuff after i blasted ult at a bad time before boss
it shocked me and was really cool to see
How is it different than jumping off a ledge tho
I usually take the fast track under the stairs to skip the shortcut, but I guess campfires act a bit similarly
Changing your respawn point is a commitment you can't go back from.
Yeah dont like fast travel
well i was referring specifically to losing ult on death not the builder nature of it, but I would agree to disagree anyway, cos I vastly prefer cooldown management and pulling around the group's available CDs to mid-run route management like that
So some thoughts/suggestions from reading the thread:
- Remove automatic spawn point at bosses
- Spawn campfire at bosses, do not light automatically
- Make activating a campfire deactivate any other ones, so you can change your spawn point mid-dungeon (may be a bigger deal with larger non-linear dungeons or raids in the future...)
- Speed up activation time, so it's less tedious, if they now need to be activated after every boss (it's a bit like the mid dungeon looting problem, you don't want to slow things down too much, though not activating a spawn point after a boss could still make sense for speedruns when climbing leaderboards)
ultimately they serve a very similar purpose but i think seeing the sameish concept explored in a brand new way is really exciting
Does the cast time do anything if they cant be activated in combat?
this game needs to distinguish itself from wow as much as possible without alienating potential players
and ult mechanics are a sick way to do that
for me at least
Ults make a LOT more sense when you have gear
^ this too
yeah agreed, I just prefer it the other way. doesnt mean its bad tho
Awesome feedback folks!
Agree with all 4.
Then we can add unique visuals to unlock for players that activate the campsite, and we’re gucci
Team is running off while healer has to stay behind and come in late on a pull or whatever
add those puppies to the cash shop and watch the profit soar B)
heh
Yo that's actual fire, holy moly.
Cast bar is there to reinforce intention and make sure you’re not accidentally hitting it if you don’t want to
I see whay you did there
btw off topic but devs being so hands on is sweet and the design philosophy displayed with the changes in this patch is very exciting. luv it
Makes good sense. I can accept that.
I don't think the campfire takes too long to activate in it's current state, feels fine
Ah that's a valid point
I think it’s 2sec cast
i think just a half sec off the cast time would be perf
campfire activation time is not a big deal tbh
feels like a 25 sec cast sometimes
Same as cannon after Pirate Captain boss
1.5s would be nice but its really not that big of an issue yeah. people are usually naturally desynced in movement a little and you wait around at the boss for them to show up anyway
"After pirate captain" glad we're all accepting that he's the true first boss
^
May also set the braziers to interact instead of needing to kill hellcallers before first boss in Demonbrand
if there's 1 thing ive learned in 20 years of playing wow and other mmos, 1.5 sec is crazy fast and fluid, 1.6 sec or greater is way too slow 
Friends don't let friends go right in Wraithtide.
ideally meta evolves to where either the first person to reach it or the character with the best mobility is who activates campfire but ... whatever
even as it is right now with people just winging it i have no issues w cast time
When things take the length of the gcd
You feel it
And its great
💯
you mean healers
not necessarily? unless the campfire has some other effect im not aware of
theoretically slightly less time would be lost if the fastest possible interaction (closest member) interacts with it
Healer isnt needed for the start of the pull
anything that isnt "pull" or "smack" = healer job 
An effect that isn't directly combat related? HEALER PROBLEM
healers being told to do the odd jobs
It'll never change
that is true but i guess i was thinking pre boss specifically where you have to wait for all to be in the arena anyway
Tell that to Meiko 
lmao
i'm a healer main and i approve this message 👍
Healers Tank Coin Boss - Change my mind.
i feel like a lot of mechanics are kinda forced on the healers atm. like bael for example, makes no sense for any other role to control ball (still love the boss tho)