RE: Trial of Heroes November 2014 Feedback thread
My first ToH, so I don't have anything to compare it to... but here's my feedback.
Note that I decided to use my High Priest, which clearly affects the experience...
Silent One - Wall of fog on the very first enemy confused me. It made me waste some time trying to figure out if you had to /ns or not in ToH. I probably still could have killed them all if I knew the 30 and 10 second remaining warnings would pop up, but after I was halfway done I left since I thought I was out of time.
Killing One - Left after I got hit with a sonic blow that did something like 3/4 of my HP.
Tough One - Left after I got hit with an asura that did something like 3/4 of my HP.
Gobble One - Left after finding out they were immune to my cold bolts. I never experienced their earthquake, thankfully.
Chosen One - He killed me, but I really liked this enemy. Strip armor + make undead + TU is a clever skill set for a monster.
Overall... I now understand why people say ToH needs spike damage. If you don't kill these things quickly, you're going to get one-shot. I only survived them because of being somewhat tanky + assumptio.
I also noticed that the hitpoint sum for most of the rounds was fairly consistent, somewhere below 200k, which is more damage output 2 minutes than I was expecting.
I thought I was prepared for the item trial, but what I didn't consider was just how CROWDED the place would be. My strategy going in was lex + lv3 bolt from wings = one-shot, so I didn't have to suffer any of their attacks. And it might have worked, except that by the time lex's after-cast delay was done, the mob was often already killed by somebody else. Not that anybody was trying to KS, it's just that they run onto the screen and kill everything so fast, and didn't even know I had lexed it or was casting a bolt. So I found I had to bolt twice (or more, if a bacsojin healed the thing), which was much less effective.
Mass Battle had the same crowded feel. I couldn't help but thinking that an AoE could wipe out half the team really easily.
Also, even with the enforced colour templates, after everybody's skill effects (that might alter the character's color or otherwise modify their appearance slightly), I still found it hard to tell if somebody was on light or dark.
Suggestions:
- For the monster / items runs, can we show the timer? Like the one that shows up during PVP?
- For item trial, multiple instances of the map, with a maximum number of players for each map, might be worth considering.
- For trivia, it would be useful to mention in the instructions that you can guess multiple times.
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