So, with the release of update four and the , I believe, last update to Craglorn, I would like to take some time to quickly share my opinion on how Murkmire should go for Zenimax.
First off, update 4 is fantastic and should be referenced when doing Murkmire. The group delves are a definate step in the right direction as well as the quests, and here is why. The AI suddenly feels smarter, and NPCs are using different abilities and seem like a fun challenge now instead of being boring or punishing. The quests feel meaningful and are tied into group delves well, but could use some work and more being built up to go into a delve. The delves themselves are great. Some of them are short and simple and some are long and feel rewarding at the end. The bosses are fun, you can't face roll through them, they have mechanics, they are a bit of a challenge and feel rewarding, they are just a generally fantastic experience and I loved fighting them and killing them felt rewarding.
Now, the reason I went on about the above is because I want to see that expanded upon in Murkmire. I want ZOS to add in well integrated quests, expand on what they did in 1.4, add outside delve and inside delve objectives, weave them in better, they really needed outside objectives as well as inside ones. Continue adding delves of different sizes, some being huge like the skyreach ones and one that I forgot the name of, make the huge ones fun with multiple layers, many bosses, unique things, and make some medium sized and some small sized but similar to the large ones with again, things that make them unique and a healthy amount of bosses that befit the size of the delve/dungeon.
Now for bosses, this will probably be two sectioned. First off, for delves and dungeons. And this applies to ALL bosses for all dlves, public dungeons, group dungeons, etc. It is 10000% OK for bosses to have mechanics and for them to be unique, that is the point of them being bosses and being different from generic NPCs. ZOS did a great job this patch with the delve/group bosses by making them unique. The bosses of 1.4 have special abilities, have lots of fun mechanics, and do cool stuff, and this is Fantastic. I had tons of fun today fighting bosses because they felt unique, interactive, engaging, different, and on and on the list could go. I want to see ZOS take note of this and carry it in throughout the game and not just Murkmire. The more mechanics the better. It is very disappointing and saddening when the boss in a delve or group dungeon or whatever is just another generic mob with a bit more health, a size increase, and a special name. When bosses are generic and have nothing special about them, they are all sorts of boring and not even worth it. Bosses need to be unique with special mechanics and what not. Also, with difficulty, bosses need to be a challenge. It is boring when you can just faceroll a boss like they are paper and skip their mechanics. Make sure the bosses are a challenge that require effort and attentive/awareness instead of just blowing through them in 30 seconds. Killing a boas in a short amount of time with no effort is boring and not fun and has no sense of accomplishment. The 1.4 bosses are a step in the right direction in this case because they had cool and unique abilities and felt like boss fights. The bosses were a little challenging, but could use some tweaking with a difficulty adjustment, but a few were sufficiently challenging. Make the bosses challenging so they are fun and take a bit of time and effort, don't make them so easy you can face roll them, but don't make them so hard that they are punishing, I cannot stress this enough.
Now for Trials. I did a bit of PTS testing but not a lot and nothing on live yet, but I have seen enough and heard enough. First and last boss of Sanctum Ophidian are Great! Since trials require more people, this is where ZOS can bust out the big guns for the bosses. Make trials bosses hard with several mechanics and give them a rewarding feeling for when you down them. The first boss is great because there are mechanics, he is challenging but still very much possible, and feels rewarding once you kill him and you feel like you accomplished something. THIS IS Wonderful! Trial bosses need to be a challenge, they need to be something you need to work for. The Trial bosses in AA and Hel Ra are not very fun because they are easy and bland with very few mechanics. I mean, look at the first boss of AA. The storm atronauch is way to easy, a glorified trash mob at best. I have seen groups kill him in a matter of seconds. A trial boss should never be like this. Bosses like they feel boring, unaccomplishing, and disappointing. I have played MMOs for years, and end game large group content bosses with lots of mechanics, health, and are challenging are always the most fun. The more mechanics and the more of a challenge the boss is, the absolute better the trial experience will be. I want to express this in more ways but I am super tired and I am typing this on my phone instead of sleeping because I really want to provide this feedback. I would love it if a trial took 45 minutes to an hour+ to complete with a good group and no deaths rather than 10 minites. Please ZOS, add new trials with lots of bosses with different mechanics that are all unique that make the boss unique instead of a glorified generic monster. Take a note from the 1.4 delve bosses and my above paragraph, and expand upon it.
Rally quickly because I need to sleep... Loot. Have trial bosses drop good gear instead of generic items and blues. Have trial bosses drop good gear like end content sets (Aether, yokedan, etc.) Instead of junky blue sets and generic purples. Have the junky and generic items drop off of delve and such bosses instead. Make it so trial bosses drop specific slots for the good end tier sets. For instance, the first boss only drops boots for the set, second boss drops gloves with maybe a chance for a belt, third boss drops maybe belt with a chance of gloves or boots or something. Make the bosses loot have purpose with different combos or possibility. Or go full RNG on which slot piece could drop. Point is, make loot better with more meaning for each boss.
Really Really quickly: gear. Please make trial and end game/patch/tier gear better than crafted sets. I know crafter's are a big thing, but crafted sets are far to powerful and overshadow dropped trial sets and make them feel worthless. Make crafted sets a starting point, something to et you through the door and get you killing trial bosses, but have trial sets be the superior sets that are better and do more than crafted sets. Have trial sets be greater than crafted sets.
Anyway, I am going to sleep now. ZOS please read this feedback, this took a long time and was typed up on a phone. I really want this game to improve and get better. If 1.4 is a glimpse at the future, the future is a bright one, buts needs a push in the right direction in some areas. I also apologize if I was repetitive, I am super tired.