I have never minded dailies near to say max level, where it is more expected that high level players should be at, especially dailies with like a pvp backdrop, say the dailies in Grizzly Hills for instance, but this daily seems out of place imo.
The other dailies involve incinerating some tents, killing a named npc and gathering some materials. I love the quest giver clarissa here, if only because it was the name of my boyfriend's alias :(, but its a kewt blood elf child who loves ice cream. I mean the quest doesn't really have anything to do with the major story arc.. yet it contributes to it, this is what I like to see with these sort of off-shoot quests, stuff that doesn't have to do with it but contributes. I'll discuss this a little later when we get the follow-up.
Firstly, I went to collect the parts for clarissa, since they were spread out and it made the most sense to do so.. Easy enough to find the parts and made you go through the whole area, I can only think that their should be a quest up via the venture company place, since you have to kill alot of them to reach the quest part and it seems silly to direct you up there only for a part for the clarissa quest.
Whilst out here you get a "recommended 2 player" elite quest, my thoughts on this though: In my experience blizzard quests that say recommended 2 player are code words for you can solo this if you are good at your class, however I really don't know if I could solo this as a class with a lack of self healing. The fight is against like an enormous fish, you fight for like 70% or so, and he hits pretty damm hard tbh, after that he grabs you in his mouth and deals 5% of your hp every 5 seconds or so, my problem is that for a class like a rogue or warrior he hits like a truck before grabbing you, and then pathetically little as you are crushed by him, since its 5% of your hp.
Whilst I do LOOVVVEEE the uniqueness of this type of solo quest, I feel he is really a little too strong, especially since the idea is surely that you want to be able to pump out around 2k damage before say a minute when he should kill you, so tune it that he only does around 30% or so of your hp in damage before biting you, so that this challenge is there, I would also reccommend disabling healing when he grabs you, to make it less easy as any healing class. This quest has alot of merit to it though, so overall very positive.
After collecting 3/4 of the parts, which most look like goblin totems.. don't know if that is intended but I suppose they look cool and sort of fit in with the grand scheme of the quest of these things being "MECHANISED". The last part is in the area for burning the tents. Now, really, the incineration graphic at the moment looks like you are spewing out plague, when clearly you are meant to be burning these tents, a nice addition would be to make these flamethrowers in animations.
I also don't like how if you aren't close enough to trigger a completion you are allowed to channel the incineration, I always hate it when quests tell you to channel or use a quest item that has an incessantly long cast time and then fails at the end of it. I would advise just being able to only use this quest item if you are in range of the tents. The mechanised air is also in the nearby hut, so that's cool aswell in terms of synergy.
The named npc is right at the end of this area, he is a paladin dressed in 60 pvp gear, gotta love that item set, or at least I think its the alliance 60 pvp set, might be wrong though. He is pretty easy to kill but the look is nice. He drops an item that starts a quest, which is sort of Integral to the storyline of the zone. I mean, you are inclined to loot this since, well you should loot pretty much all the time anyway. However I do like when you go to hand in this quest the quest-giver makes specific note in the "hand-in quest" to check the body for plans and such.
If you are adamant about keeping in STARTING QUEST ITEMS, which personally I am not a major fan of unless you are told to loot corpses anyway and happen to find this extra thing, I digress though. If you want to keep this feature of questing on then yeh the quest is fine, otherwise I would just strongly suggest making the quest to kill him include looting the plans, it makes sense and well I just don't like the STARTING QUEST ITEMS, personal opinion or w/e but regardless.
Anyway, handing all these quests in you learn that the alliance is mounting an attack and low-and-behold the cannons are broken and people sent to get parts haven't reported back, incompetence! You also get to hand in the parts to Clarissa who revives large daddy and you get this awesome quest for killing a bunch of gnomes, what is ever!!! wrong with that :).
The controls are intuitive for this vehicle, but the frost beam seems somewhat superfluous, since the fire beam does more damage and the frost beam doesnt freeze anything. Also the magnets that attract gnomes and flings them again (BTW THIS IS SO FRIGGING AWESOME, OMFG I LOVE IT) is broken, in terms of, it works but it doesn't register the kills you get for using it. So you only get kills from using the beam, which is quick but its not like as cool as the awesome flinging :D.
I also like how kills here count towards the daily and obviously this thing always contributes to like the HORDE VS ALLIANCE theme of the entire area, even if the quest is sort of nothing to do with the overall story. The quest hand-in to Krom'gar text is just amusing "I DONT EVEN KNOW WHERE SHE CAME FROM", which is just hilarious since she turned into some bloodthirsty little kid, don't think I mentioned how whenever you kill anything she whispers you encouraging you :D.
Anyway, after this we like go into the mines to see the incompetence, which is just hilarious, they are all like WELL IF WE GO UP THERE AND REPORT THE SITUATION WE DIE AND IF WE GO IN THERE WE DIE, so they just stay put and send you in to clean up all the shit. The quests here have great synergy, kill elementals all around, save peons (which have some hilarious /say opinions) and collect some items for the actual quest to fix the damn cannons. All these quests are pretty easy, and low-stress value, so that's nice.
Heading back up to the surface after the various comments on the fact you should be promoted, hint hint :P, you fix the cannons and bam the Alliance are attacking, I would really like the phasing to appear when you accept/are on the quest and not just when you are in the cannons, just so the quest looks much more smooth instead of just a massive attack then leaving cannons = no more attack. The actual attack part of this quest is also pretty epic, loads of damn aeroplanes and gnomes parachuting in, it's just a really great feel and I love these sort of quests that put you in the centre of a moment.
After this quest you get promoted to a Krom'gar Legionairre, and like get told to head to Malaka'jin, going to comment on the travelling to this area in the next area, but regardless, this is the end of this zone, things are heating up! you held off an alliance attack and now need to prevent the army from being flanked by the allied grimtotems to the alliance.
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