General feedback: The new motif from this dungeon, Y’ffres Will, should be used for all Druids that already exist in the previous content, High Isle.
Currently, Druids use a mix of Black Fin Legion, Reachmen, Ashlander, and Glenmoril Wyrd style as this new style did not exist yet. Druids are their own Breton sub-culture and should be using their new motif.
P.S. please also use unique color schemes for the different circles for their motifs, to help differentiate them.
BlissfulDelusions wrote: »General feedback: The new motif from this dungeon, Y’ffres Will, should be used for all Druids that already exist in the previous content, High Isle.
Currently, Druids use a mix of Black Fin Legion, Reachmen, Ashlander, and Glenmoril Wyrd style as this new style did not exist yet. Druids are their own Breton sub-culture and should be using their new motif.
P.S. please also use unique color schemes for the different circles for their motifs, to help differentiate them.
I agree with this.
Also, because there seems to be a heavy focus on Druidic shenanigans in store for Legacy of the Bretons, I would like to respectfully ask that your writers reconsider the current representation of mainstream Bretons we have gotten, and request that they consider giving them more unique lore for the Q4 DLC of this year. A lot of feedback regarding the state of Breton lore and their future reputation has been left on the lore forums here.
BlissfulDelusions wrote: »General feedback: The new motif from this dungeon, Y’ffres Will, should be used for all Druids that already exist in the previous content, High Isle.
Currently, Druids use a mix of Black Fin Legion, Reachmen, Ashlander, and Glenmoril Wyrd style as this new style did not exist yet. Druids are their own Breton sub-culture and should be using their new motif.
P.S. please also use unique color schemes for the different circles for their motifs, to help differentiate them.
I agree with this.
Also, because there seems to be a heavy focus on Druidic shenanigans in store for Legacy of the Bretons, I would like to respectfully ask that your writers reconsider the current representation of mainstream Bretons we have gotten, and request that they consider giving them more unique lore for the Q4 DLC of this year. A lot of feedback regarding the state of Breton lore and their future reputation has been left on the lore forums here.
I think ZOS is already probably working on 2023 content and is just polishing up this years content at this point. its probably too late to have changes on a large scale, though i do hope some things are addressed via lorebooks. Druids are neat, i just hope that zos integrates them with mainland breton culture in q4 to make them relevant to bretons as a whole and not have it just limited to a historical perspective. But seeing as they are a huge part of Breton's ancient roots, ya their motif should be respected.
General feedback: The new motif from the Earthen Root Enclave dungeon, Y’ffres Will (used by the Deeproot Zeal, Rage of Ursauk, and Stone's Accord sets), should be used for all Druids that already exist in the previously but recently released content, High Isle.
Currently, Druids use a mix of Black Fin Legion, Reachmen, Ashlander, and Glenmoril Wyrd style as this new style did not exist yet. Druids are their own Breton sub-culture and should be using their new motif.
P.S. please also use unique color schemes for the different circles for their motifs, to help differentiate them.
Edit:
To assist the devs, the Stonelore Circle druids can be found here: https://en.uesp.net/wiki/Online:Stonelore_Circle
Most of what are Eldertide Circle Druids can be found listed here: https://en.uesp.net/w/index.php?title=Special:WhatLinksHere/Online:Eldertide_Circle&limit=500
I think the player locations for each of the dungeons are in the wrong place.
Earth grove entrance is under Castle Navire - but the actual island location is shown as being southeast of Amenos Station's port.
Graven Deep entrance is in Amenos port, but the actual island location is shown as being southwest of Castle Navire.
Earth grove is currently quite far away from Stonelore Grove geographically, and Graven Deep is described as being in the Abecean Ocean, but where it is now is quite deep into the Eltheric Ocean.
I think the player locations on the map for the two locations should be swapped.
edit: here is an image demonstrating the problem:
I think the player locations for each of the dungeons are in the wrong place.
Earth grove entrance is under Castle Navire - but the actual island location is shown as being southeast of Amenos Station's port.
Graven Deep entrance is in Amenos port, but the actual island location is shown as being southwest of Castle Navire.
Earth grove is currently quite far away from Stonelore Grove geographically, and Graven Deep is described as being in the Abecean Ocean, but where it is now is quite deep into the Eltheric Ocean.
I think the player locations on the map for the two locations should be swapped.
edit: here is an image demonstrating the problem:
not sure if their position on the world map is accurate as sometimes they do act funny, but if they are agreed
Contraptions wrote: »Did you enjoy this new dungeon?
It was ok. A bit unfun at parts.
How did the difficulty compare to existing dungeons on Normal and Veteran versions?
Harder than previous DLC dungeons even on normal for sure. This is one of the few that I couldn't finish solo.
Did you complete Normal or Veteran (or both)?
Did normal halfway.
Which was your favorite boss in this dungeon, and why?
I only experienced the first 2 bosses and the first 2 secret bosses. The first boss was interesting. Accessing the secret bosses in this dungeon takes quite long.
Trash mobs
Only complaints are with the stone atros whose stomp is just unavoidable AOE damage and is pretty oppressive.
The druids that constantly summon hoarvors can get a bit annoying.
Fauns are just insufferable. There's zero way to stop them activating the trees and the projectiles the trees shoot are just too hard hitting.
Secret Boss 1
Was generally fine, but hits a bit hard especially with the wolves.
Corruption of Stone
Generally fine, but stone atros are still a bit too hard hitting.
The stomp and shockwave is a bit too fast to avoid consistently. Just a lot of sudden burst damage that's hard to avoid and feels unfair.
Secret Boss 2
Also generally fine, but the whole process to access her fight is a bit too long and convoluted. The actual fight is just avoid red and dps which is ok I guess.
Corruption of Root
I couldn't get past this boss solo once it splits, as I'll immediately get hit by 3 heavy attacks for 12 k each which is just an instant kill. Overall unfun.
The fauns are also annoying.
What level and build was the character you used?
Max level mag sorc.
Did you happen to notice or find anything interesting? Just curious…
Yes, I found 2 of the secret bosses.
Do you have any other general feedback?
This dungeon just feels overtuned in general in terms of damage. I actually had to use Ring of Pale Order to survive, which has never happened before in other norm DLC dungeons.
Trash encounters, especially the stone atro and faun were just unfun and annoying.