#Astral Keys

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lunar hornet
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Astral Keys feedback

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This initial feedback is all on an level 39 Illusionist in level 35 gear. I used a ton of keys just hopping in and out to get new mobs (rip keys).

** General Feedback**

  • I like the vision of these. I do think they'll inject a nice change of pace once they're built out more.
  • A portal can spawn out of reach of a player, thus wasting a key.
  • When you complete a map it feels anti-climactic. Are all the mobs dead? Does a chest spawn/unlock? Getting a message or something to note the completion would be nice.
  • It'd be nice if there were more T8+ gatherables. Hell's Precipice could have dark ore, Mires could have glimmer wing, etc. I know they contain some lower tier mats but having more T8+ mats you could rely on would be nice, especially given that keys are targeted at 35+ players.
  • Horizontal progression items would be nice to spend Chronostones on. Something like a "Scarf" could give you immunity to the ||Everfrost debuff|| in Frost Wyvern Lair.
  • From when keys released until now, I had 50 keys saved. I get 4-5 stones per run, so I'll need 50-60 runs to upgrade my compass. Maybe it's cause I ran a lot of dungeons but with the amount of keys I have that seems like a steep grind to upgrade the compass multiple times.
  • Generally these don't feel worthwile currently. The exp isn't as good as OW mobs I can farm. The silver isn't spectacular. Chronostones don't have other uses yet.
    • I know this content still has a ways to go, this is just my current vibe of them.
    • I know there are weapons too but I'm personally not motivated to grind them without knowing what they are.
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Hell's Precipice

  • The vibe of the map/enviornment is rad, I love it.
  • The stained glass window at the start has a weird model that you can hover over.
  • ||Rift statue on the pillar? Junkpile from SI on the ground?||
  • ||Reaching into the hole of the tree at 37, 96, -1 gives nothing D:<||
  • I wish the chest at 31, 5, -1 had loot
  • I'm not a fan of having to circle back to reach the other half of the map. Currently the East side is split by the giant skull.
    • If you walk through the skull (it could be that I used "Shift" to get from the E to W side of the wall) it makes it so you can walk through all of the walls.
  • You can use the "Rocks" at 16, 64, 0 which bugs you and puts you in the air. You have to Use them again to go back to the floor.
  • There are multiple arches that cannot be seen through.
  • There's weird clipping on the East side of the lava pool around 90,64, -1 where you can see into the ground and the decorative edges aren't visible.
  • I get a lot of frame drops in this map. Particularly when I'm by the bone piles.
  • Having no way to remove the Curse of Barlon debuff makes it pretty hard later (maybe there is a way?! Doing the Doomsayer mechanic removing a stack could be cool too)
  • The Curse of Barlon debuff goes above 20.
  • Curse of Barlon stays on applied to your character after you leave the map
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  • The Doomsayer skill, Demonic Brand
    • ||The gold mark can be placed in spots you cannot reach, forcing the player to eat the damage. I notice this mostly with the lava.||
    • ||The gold brand is hard to see when it spawns on certain areas of the terrain, like the crosses||
    • ||The dark rings sometimes stack, and spawn directly under the player which causes big dmg and has no ability to react to it||
  • The Eye of Penance
    • These are pretty buggy. They just stand around. If you stay at a range of 7 they never do anything.
    • Randomly they'll cast their skill without ever seeing a cast bar.
    • It feels weird that you can't dodge their skill. After 10 mobs I had 20 stacks of the Barlon curse that I could do nothing about.
  • Minion of Duress
    • Their cast, beinga lot like the Eye of Penance's felt odd not being able to dodge anything and just eating the stack of Barlons.
    • They move and attack pretty quick. Each mob I had to rest/heal.
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Mires of Woe

  • The vibe here is nice too. I like the little critters flying and hopping around.
  • Nature vulnerability stays on after leaving the map.
  • Poisonous blood
    • Feels brutal once it gets to 10+ stacks, especially on classes that kite.
    • It'd be nice if there was a way to lower the stacks within the map. There were times running mob to mob that I had to rest half way due to it procing.
    • There needs to be a CD on how frequently it can proc. I've had it proc multiple times in a fight which is either a death sentence or nearly one.
    • This should have a cap of maybe 10 max. That's 50% of your hp if it procs. Once it gets to 20% it's guaranteed death without a pot. Maybe this is just a "git gud" mechanic?
    • The core mechanic of moving can proc it feels antithetical to the map design. You want to move because you need to dodge skills but you don't want to move because it'll proc poison.
  • The spawns on the island at 79, 19, 0 can't move. (Orcs and wasps for sure, check others)
  • The green attack effects on green swamp water is sometimes rough to see
  • ||The secret area was nice to find||
    • ||The trapdoor doesn't have a ladder underneath it to signify to walk over or use it. You just fall through the floor||
    • ||There should be a way back up, or have it only accessible if all mobs in the initial area are killed.||
    • || Currently the flow of the map is odd due to it because you're forced to doubleback to get to it.||
    • || why is there a rift statue in there? :p ||
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  • Wasp Queen
    • I really like the pattern changes when they use their skill
    • The pheramone debuff doesn't do much due to how low the density is in this map.
    • These hit quite hard compared to other key mobs (or fast?)
  • Swamp Orcs
    • Their animations are janky. They constantly are in a walking animation and have no dying animation.
    • Sometimes their skill spawns 3-wide, which makes it really hard to dodge in time. Maybe if it were .25s slower you'd have a little wiggle room?
  • Barklings
    • Their AoE 1 shot me. Maybe just a git-good moment. Maybe it's overtuned.
    • I like the tanky mechanic. It's a different twist, rather than more dmg.
  • Mycanoid
    • Love their design. I like the gas mechanic too. Feels weird if they pop it back to back but on a whole this felt like a solid mob.
  • Other
    • I didn't get the name of this one, and only got it once in . I died in 2 hits and couldn't figure out what i was doing wrong in that short of a time period.
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Frost Wyvern Lair

  • It'd be nice if standing next to the bonfire could remove stacks of Everfrost.
    • If they did maybe everfrost slowly applied to you forcing you to interact with the fire?
  • Frost Vulnerability stays on after leaving the instance.
  • Seeing frostflowers here was cool but blightstem makes no sense to me. That's usually found in swamps but it can survive in the cold?! Muh immersion! Same with the glowshrooms, and bushes.
  • The wire gate you walk on at 9, 45, -1 doesn't load until you walk down the stairs leading me to believe that that area wasn't accessible
  • There probably needs to be a cap on the Everfrost debuff.
  • Frost Wyvern
    • The auto attack range is deceptively large and doesn't have a good animation to let you know they're attacking.
    • Their beam skill is impossible to see on the floor when on snow.
    • Their AoE is pretty large too and tough to see on the blue backgrounds.
  • Chillstone Arachnic
    • Needing fire is a bummer. I'll need to bring coatings I guess.
    • Getting hit by the AoE is crazy punishing.
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Cinderfall

  • It feels weird that I can walk on the lava and negate the need to use the bridges entirely.
  • Probably the least intersting map so far. Fslat black ground over and over is pretty boring looking.
  • Fire vulnerability stays on after leaving the map.
  • The living flame debuff is interesting... I like the idea of it but dislike how kiting/ranged classes are going to proc it more.
  • I noticed the living flame debuff sometimes persists between runs, if you get the Cinderfall map back to back
  • ||Random floating staff? Empty trees?||
  • Crazed Mechanoid
    • I like the model of these guys a lot.
    • ||Maybe intentional, maybe not, but if you're out of range (magic class) when they use Lava teather you get 1 shot||
  • Cutthroat Butcher
    • These felt like maybe the weakest mob I've run into so far.
  • Molten Snail
    • There's a typo in the "Molten Shield" skill description where there's an errant "<" before the word "Fire"
    • Another mob that'll probably need a coating.
  • Pyromancer
    • I really liked how clear the meteor shower skill is when not cast in grass or on terrain. On grass you can barely see it at all.
  • Simian Tribe Leader
    • The idol is wayyyy too tanky for how much damage both the Tribeleader and idle do. I like needing to change targets and kill it but needing to use half a rotation or more to kill it felt like a bit much.
grave plover
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Good feedback. The eyes of penance and minion of duress must be spawned in the same map next to each other. That's a bug that they are spawning alone

grave plover
grave plover
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Getting the debuff should be the #1 thing to avoid doing a map, then getting resists, etc

grave plover
lunar hornet
# grave plover Generally we want players to mitigate getting the debuff as much as possible. Fo...

Makes sense, some get good mechanics are welcome. Most of them feel decent other than a few outliers, like the snail AoE in Frost adding 25 in one missed mechanic.

The only other feedback I'd give is that a mechanic shouldn't one shot the first time you fail it. Like the Crazed Mechanic tether or the Barkling AoE. A big chunk makes sense but a player should be given the opportunity to learn the mechanic at least a couple of times before it's fatal.

lunar hornet
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the exp per mob should increase as you level up your compass D:

tidal horizon
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Piggybacking on this thread. Icy Shrapnel ability Chillstone Arachnids use is Earth damage for some reason. Their armor still doesnt seem to do anything.

tidal horizon
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When I summon pets in a map, they are the same level as the map. It doesnt seem to have any affect on them, but I havent tested super extensively