Tone down Tol Barad dailies

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Thanks for the info.
03/03/2011 2:37 PMPosted by Zarhym
The basic point is that, because there are some great rewards there a lot of players are working toward, the questing needs to be more difficult than a place like Twilight Highlands so it doesn't feel incredibly trivial by the time you have a 329 average item level.


HALELUYA!!!
What? I say make them spawn faster so I can get it done quicker.

Its difficult if you try it as a brand new 85. Try it when you're overgeared and its a yawner. Just a chore and another job.

I made a personal best yesterday of completing all 12 dailies in 34 minutes. This is what entertains me now - seeing if I can beat my own time.
All I ask for are slower respawn rates in the underground places like D-block. Those can pretty intense. Otherwise, i like the TB dailies.
The rewards and benefits for doing Tol Barad quests are quite nice. Players jumping straight into the zone when hitting 85 (either in quest greens or some dungeon blues) will certainly notice it's substantially more challenging than Twilight Highlands.

The balance of the zone partially relates to its sustainability as repeatable content for players at all levels of the end game. When I first started questing there I was in all questing gear and definitely noticed the challenge, but I liked it. As I started gearing up I saw how much better I was faring while taking high damage, managing unpredictable spawns, etc.

The basic point is that, because there are some great rewards there a lot of players are working toward, the questing needs to be more difficult than a place like Twilight Highlands so it doesn't feel incredibly trivial by the time you have a 329 average item level.


So what you're saying is that, in order to establish continued viability, mobs this expansion have lots of health so that they aren't three-shottable at any point, ensuring that mobs in every zone will continue to be incredibly annoying no matter how well geared you are?

No, I didn't say any of that really. :)
One thing I don't like about TB dailies is that all the mobs on the island seem to have larger-than-normal aggro radii. I'll be trying to kite some paladin when out of nowhere a spider or crazed soldier will come running across the map and daze me to death. Well, that isn't really a complaint about the dailies as much as it is a complaint about me trying to kill people (although hunter PvP lol) while they're doing TB dailies. I think that TB's a nice redo of the shattered sun island, but nothing will quite be the same as all the gank squads there were running around there :<
They already nerfed TB. During the "how do magnets work" and the "kill forgotten soldiers" quest - the guys by the siege engines and the guys on worgs are now yellow instead of red.

Soldiers at the keep drop rifles, whereas they used to not do so.

They removed the most annoying daily where you escort the prisoner.

On the peninsula, the 5 guys you kill by themselves are now like Problim, where if you tag it and it dies a little later, you get quest reward for it.

The basic point is that, because there are some great rewards there a lot of players are working toward, the questing needs to be more difficult than a place like Twilight Highlands so it doesn't feel incredibly trivial by the time you have a 329 average item level.

So when 4.1 or 4.2 comes out, we can expect item rewards better than 359?
03/03/2011 2:54 PMPosted by Barand
They removed the most annoying daily where you escort the prisoner.

The wording in the hotfix notes insinuate that said escort quest will =unfortunately= return someday. Hopefully we'll have a new daily quest hub before then.
03/03/2011 2:55 PMPosted by Prifdinnas
The wording in the hotfix notes insinuate that said escort quest will =unfortunately= return someday. Hopefully we'll have a new daily quest hub before then.

I only had a problem with the bugginess of the quest, not the idea. fix the bugs and I'll happily do it when it returns. The prisoner was retarded, he didn't deserve to be rescued.
The spawntimes do make me frown though. Killing something than having it instantly respawn on your face isnt a challenge, it's annoying. Although granted waiting for a mob to respawn while 7 other people need 12 of the same thing is also annoying. Catch 22.
03/03/2011 2:37 PMPosted by Zarhym
The basic point is that, because there are some great rewards there a lot of players are working toward, the questing needs to be more difficult than a place like Twilight Highlands so it doesn't feel incredibly trivial by the time you have a 329 average item level.


The basic point is that the area is too small and have too many ppl doing quests at any time. The Blizzard has tried to fix this by increasing a spawn rate. This has created a situation where multiple mobs spawn before you can loot one that you killed. While that is not an issue on this toon, it certainly is for my healing priest that is iLvl 349. I have an expectation to be able to loot what I kill, silly me.
03/03/2011 3:02 PMPosted by Pantagana
The basic point is that the area is too small and multiple mobs spawn before you can loot one that you killed. While that is not an issue on this toon, it certainly is for my healing priest that is iLvl 349. I have an expectation to be able to loot what I kill, silly me.

Also, it's too small for the classes that need to continuously move to be viable in PvP. Pretty much the only place on the island where Hunters have room to move around is the area north of the spiders and south of the drowned pirates. The entire island feels way too cramped.
I wish all of the Cataclysm dailies were more like Tol Barad; they're, quick, straightforward and give decent gold. *thumbs up*

The fact that the Twilight Highlands (except the shaman one) and Deepholm (except Pebble / Glop / Dragonthing) quests give the same or significantly less gold than trivial Northrend tournament dailies is quite...underwhelming.
03/03/2011 3:05 PMPosted by Mypali
Yea. In a place like this, annoying as it is, I'd rather have it spawn as it currently does, than have 400 people waiting for something to spawn. Quite a catch-22, but this is about the best solution.


This is not the best solution. This is the cheapest solution. The best solution is to re-design the area increasing its size so that you get more mobs but they spawn in the way that you do get 3-4 sec after kill to loot and move away.
Yea. In a place like this, annoying as it is, I'd rather have it spawn as it currently does, than have 400 people waiting for something to spawn. Quite a catch-22, but this is about the best solution.


This is not the best solution. This is the cheapest solution. The best solution is to re-design the area increasing its size so that you get more mobs but they spawn in the way that you do get 3-4 sec after kill to loot and move away.

If they increased the scale of the entire island by about 15%, I think it would go a long way towards making it a lot less of a miserable place to PvP. Oh, and it would help with dailies too, I guess. That's part of the reason why I like Quel'danas more; All the mobs for quests were spread out, so there was plenty of room to go and cause fights without having to worry about pulling anything.

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