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Reported Quest Difficulty Levels and Recommendations
Hi everybody! You know what everybody likes? Everybody likes when the level of a quest and the number of people you need to complete it as reported in the Quest Journal are... I don't know... accurate. Bringing five friends when you only needed to bring two, or bringing no one when you should have brought five... that's not so much fun. ;)
This is where you come in! It would be really great if you could use this post to report instances like this; that way, we can revise the reported challenge level of a quest so it reflects the actual level you would need to be to complete it. Also, if you complete a quest and think the Recommendation is incorrect, use this thread to make that observation as well. Here's a format that should work:
QUEST: Name of the quest
CATEGORY: What category does the quest appear under in your Journal?
JOURNAL LEVEL: The level of the quest in the Quest Journal
JOURNAL ICON: Solo, Small Fellowship, Fellowship, Raid
ACTUAL LEVEL: What level do you think the quest should *actually* be?
ACTUAL ICON: What icon do you think the quest should *actually* be?
REASONS: Why do you think the Actual Level or Actual Icon should be as you've recommended? Include any info here that you think might be relevant, such as the levels of the monsters involved or between you and your objective, the number and classes of people in your Fellowship, anything like that.
This way, there will be one convenient place where we can monitor such inconsistencies and work toward that beautiful future: when players will once again trust their Quest Journals not to lead them astray. Rosy, I know... but with your help we can get there! :D
MoL
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: The Silent Judge
CATEGORY: Angmar
JOURNAL LEVEL: 44
JOURNAL ICON: Solo
ACTUAL LEVEL: 44 is fine
ACTUAL ICON: Small Fellowship
REASONS: The Silent Judge is a signature mob with 2 normal mob adds, one of which heals. Pretty impossible to take on solo. A group of 3 works pretty well. Also just getting to the judge has you taking out spawns of 2 or 3 normal mobs on a fairly quick (3 minute?) respawn timer. If you are solo I doubt you can move fast enough to progress through the city he is in. There is also a level 45 elite who spawns ally spiders that attack you. He is pretty much death for any solo player or even a small fellowship without healing. However due to the way he paths through the city he can be avoided, so I'll stick with a small fellowship recommendation for this one.
QUEST: Mistress of Shadows
CATEGORY: Angmar
JOURNAL LEVEL: 43
JOURNAL ICON: Small Fellowship
ACTUAL LEVEL: 43 is fine
ACTUAL ICON: Full Fellowship
REASONS: The Mistress of Shadows is an elite who also has 2 signature mobs that added during the fight (at least when my group attempted her). In my opinion a group of 3 level 43s would probably not have a chance. This is pretty much a healer required quest due to the amount of mobs in the last encounter so I think this should not be marked as small fellowship.
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Re: Reported Quest Difficulty Levels and Recommendations
Great Idea.
edit:
Nevermind what I said, I just realized you can list completed quests :)
QUEST: Adelard's Chapter
CATEGORY: Shire
JOURNAL LEVEL: 7
JOURNAL ICON: Solo
ACTUAL LEVEL: 9
ACTUAL ICON: solo
REASONS: Its a running joke that people suffer their first death (including me) in MD doing that quest where the bee hive falls, you fight bees, then before you can recover you fight bears. A few levels later I did it solo, a good fight. Used a potion and my burglar heal ability.
At the level you get the quest you need 2 people.
Options: Solo level 9-10
Or: Small fellow 7-8
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Zerrius
QUEST: Mistress of Shadows
CATEGORY: Angmar
JOURNAL LEVEL: 43
JOURNAL ICON: Small Fellowship
ACTUAL LEVEL: 43 is fine
ACTUAL ICON: Full Fellowship
REASONS: The Mistress of Shadows is an elite who also has 2 signature mobs that added during the fight (at least when my group attempted her). In my opinion a group of 3 level 43s would probably not have a chance. This is pretty much a healer required quest due to the amount of mobs in the last encounter so I think this should not be marked as small fellowship.
My only disagreement is with this one. I completed it as a level 42 LRM working with a 42 burglar and a 43 champion. It wasn't a cakewalk but it wasn't over our heads either and we didn't need a minstrel. If anything was going to be done to the advice I would probably go 44/small fellow first before I went 43/full fellow.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
MadeOfLions
Hi everybody! You know what everybody likes? Everybody likes when the level of a quest and the number of people you need to complete it as reported in the Quest Journal are... I don't know...
You know, this is an awefully inefficient way to gather information for a process (getting feedback on quest level appropriateness) that will/should continue through the life of the game - given that we'll always see new quests, expansions, and even changes to how it works by way of class and combat adjustments, weapon and armor adjustments, pet adjustments, food, etc. all the things that make "Quest Level Appropriateness" a moving target.
Here's an idea to kill this bird once and for all.
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Concept: Quest Log - Quest Feedback
Front Office: Quest log continues to show the quest dialogue, the quest objectives, and the quest rewards, and a new section at the bottom that allows the player to click (optionally) on a scale of 1-to-5 on whether the quest level was just right (a "3") or way too easy, or way too hard.
Back Office: Devs get a recurring report, automatically generated, that shows running stats on quests and percentages of responses that fall in the 1-to-5 ratings each by quest name, that filters and elevates those quests whose majority of responses do not fall in the bell curve. This system would apply just as easily to quests today, to quests as the game mechanics are tweaked in the future, and for new quests that are introduced later or by expansion.
Summary: Need it. This will provide an ongoing tool and feedback mechanism that persists into the future, and so we don't have to do what gracious Zerrius did at the top of the page, in a one-off exercise that is really needed on an ongoing basis. Not talking about the intrusive process we had in beta where a survey form would pop up on the screen, but one that's baked right into the quest log item, and if we have feedback to offer, its right there to offer it, and you guys have all the data fields you're looking for automatically populated back office for your use - accurately.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Luindir
Here's an idea to kill this bird once and for all.
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Concept: Quest Log - Quest Feedback
For The Love of Pastafarians! Yes!
I know dev time is precious - but you can't tell me this wouldn't be a time saver both for us and for Turbine in the long run!
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Addie's Missing Sons
CATEGORY: Breeland
JOURNAL LEVEL: 16
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 15/16
ACTUAL ICON: Solo
REASONS: You don't actually have to fight anyone to get this quest done, the 2nd part, finding Malin, sure needs a full fellowship unless you've got higher than required levels. But the first part just needs you to be reasonably confident to enter the barrow downs, avoid fights, and find the Perch.
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Re: Reported Quest Difficulty Levels and Recommendations
Many of the East Angmar quests need an adjustment. An example from the top of my head.
QUEST: Counting the clutch
CATEGORY: Angmar
JOURNAL LEVEL: 49
JOURNAL ICON: Solo
ACTUAL LEVEL: 47
ACTUAL ICON: Small Fellow
REASONS: The goal is to click on six egg nests, but you have to fight through numberous 47 and 48 elite drakes. If you are careful you can take them one at a time so only a small fellow is needed.
A lot of issue is that if a quest only requires single elites they can usually be duoed or so fairly easily depending on your duo. Once a quest starts to require multiple elite pulls it becomes a full fellowship quest. Even a non-elite quest can become a small fellow quest in reality when you start to get three plus non elites in a pull.
I am assuming the Actual Level should be the approximate level of the mobs in the area that need to be defeated, that level in itself can change the fellowship size.
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Re: Reported Quest Difficulty Levels and Recommendations
Luindir - this is less for continual feedback going forward, as we're in a much better position to have this information be accurate the first time. This format is really the best way to get the information we need to correct the *existing* problems. Plus, instead of having to implement new tech, send it out to the servers, and sort through lots of potentially duplicate information, we get it all in one place.
It's not as fancy, but I'd argue that it's more efficient, rather than less: I can take the data from a single forum post and fix one or two quests a day, instead of waiting for information on dozens of quests to make it through the pipeline and land in my lap all at once, at a time when I almost certainly already have too much to do. ;)
MoL
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Zerrius
QUEST: The Silent Judge
CATEGORY: Angmar
JOURNAL LEVEL: 44
JOURNAL ICON: Solo
ACTUAL LEVEL: 44 is fine
ACTUAL ICON: Small Fellowship
REASONS: The Silent Judge is a signature mob with 2 normal mob adds, one of which heals. Pretty impossible to take on solo. A group of 3 works pretty well. Also just getting to the judge has you taking out spawns of 2 or 3 normal mobs on a fairly quick (3 minute?) respawn timer. If you are solo I doubt you can move fast enough to progress through the city he is in. There is also a level 45 elite who spawns ally spiders that attack you. He is pretty much death for any solo player or even a small fellowship without healing. However due to the way he paths through the city he can be avoided, so I'll stick with a small fellowship recommendation for this one.
This is actually soloable - it is far from impossible to solo. I managed it at level 45 and so did a friend. A burglar would probably have an easier time soloing it than a champion even. Some classes, like minstrels and guardians, though, probably couldn't solo it, so a small fellowship icon might not be a bad idea.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: A Tenuous Thread
CATEGORY: Angmar
JOURNAL LEVEL: 50
JOURNAL ICON: Solo
ACTUAL LEVEL: 50
ACTUAL ICON: Small Fellowship
REASONS: The mobs you need to kill for this quest are all elites close to level 50.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Retake Weathertop
CATEGORY: Lone Lands
JOURNAL LEVEL: 20
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 25+
ACTUAL ICON: Full Fellowship
REASONS: The final fight is insane. Overall, it's rather tough, but this is one of those quests that really reinforces "holy trinity" gameplay...to the point of people feeling classes are required for healing AND power regen. I've yet to find a good fellowship to complete this one...the final fight ends up sending people off to solo after the first few wipes.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
cmdrslack
QUEST: Retake Weathertop
CATEGORY: Lone Lands
JOURNAL LEVEL: 20
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 25+
ACTUAL ICON: Full Fellowship
REASONS: The final fight is insane. Overall, it's rather tough, but this is one of those quests that really reinforces "holy trinity" gameplay...to the point of people feeling classes are required for healing AND power regen. I've yet to find a good fellowship to complete this one...the final fight ends up sending people off to solo after the first few wipes.
Completed this with a felowship of 4 all level 20-24, two minstrels, a champion and a burgler. It was hard but we managed it, that said we had failed when we'd gone with a guardian instead of the champion. We were also using voice and have played together for a few years so all that helped.
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Re: Reported Quest Difficulty Levels and Recommendations
Completed with a fellowship of 21-23, comprising of guardian, minstrel, champion, captain and hunter.
Everyone ran out of power quickly on the final boss, we ended killing the *spoiler*
additional troll with no power and somehow survived.
This quest is definitely underleveled by at least one level. For general gaming population and skill purposes I would make it a level 22-23 full fellowship quest.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
cmdrslack
QUEST: Retake Weathertop
CATEGORY: Lone Lands
JOURNAL LEVEL: 20
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 25+
ACTUAL ICON: Full Fellowship
REASONS: The final fight is insane. Overall, it's rather tough, but this is one of those quests that really reinforces "holy trinity" gameplay...to the point of people feeling classes are required for healing AND power regen. I've yet to find a good fellowship to complete this one...the final fight ends up sending people off to solo after the first few wipes.
Agreed
As another poster stated, it can be easier when working well as a team, but since most might have to look for a fellowship to do it with less organization, I would definitely recommend increasing the Level based on others with the same difficulty.....24-25.
Also, I think for feedback there will be a variance due to groups that are used to playing together as opposed to ones that just fellow to complete a quest. I would say the latter is a lot more common.
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Re: Reported Quest Difficulty Levels and Recommendations
Re: Retake Weathertop
Seconded that this is a lvl 25 Fellowship quest.
The way that you're locked out of the instance if you have to retreat after a certain time makes it much more difficult. I think that while this adds another dimension to the quest, making the reward a little better would be nice.
They'll probably eventually fix the pathing bug on the second major boss, which will make the battle even harder.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Master of the Black Tide
CATEGORY: Lone Lands
JOURNAL LEVEL: 35
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 37+
ACTUAL ICON: Fellowship
REASONS: I think the level needs to be changed for this quest. Just way too hard to keep everything cleared with a level 35 group.
QUEST: The Silent Judge
CATEGORY: Angmar
JOURNAL LEVEL: 44
JOURNAL ICON: Solo
ACTUAL LEVEL: 44
ACTUAL ICON: Small Fellowship
REASONS: Some classes might be able to solo it, others might not. As a minstrel, I can't see for the life of me how I could have done it solo.
I know there's way more, but I can't remember what the journal said at the time...
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Re: Reported Quest Difficulty Levels and Recommendations
Hate to repeat what others have said, but Retake Weathertop DEFINITELY needs to be fixed. I also bug reported that the Journal icon and the Quest Icon levels don't seem to match. Journal Icon shows it as level 20 (at the time I was 22 so it showed as blue to me) but the quest text showed as Orange as if it was higher than me.
We did it with 3 Level 22's and got through the first boss but the second one wiped us completely. It is unreasonable for a level 20 instance to have a Level 22 Elite Master with 9000 HP followed by a level 23 Nemesis (the first time most people will meet a monster of this level!) with 13500 HP! Add to that the not being able to get back in to rejoin your party if you are defeated and this quest is terribly underleveled for what it is listed as.
Edited to fix terms!
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Re: Reported Quest Difficulty Levels and Recommendations
Probably would be better rather than debating and bragging about how you soloed a lvl 20 fellowship quest to just do what the dev asked and take the debate to another thread.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
ironwill96
...Hate to repeat what others have said...
I think that is what the Devs want to see. Confirmation on another's observations.
Quote:
Probably would be better rather than debating and bragging about how you soloed a lvl 20 fellowship quest to just do what the dev asked and take the debate to another thread.
Yep, and when thinking about what should be considered solo or small fellowship, try to remember that if there was no one else around, would you have been able to solo the quest otherwise or not ? I know there are some very early quests that its not possible to lure/pull a creature without 2-3 of them attacking you. So, many just waited to get in a temp fellow or ran in and grabbed an item after others already initiated or cleared a mob(s).
Quote:
REASONS: Some classes might be able to solo it, others might not. As a minstrel, I can't see for the life of me how I could have done it solo.
Quote:
This is actually soloable - it is far from impossible to solo. I managed it at level 45 and so did a friend. A burglar would probably have an easier time soloing it than a champion even. Some classes, like minstrels and guardians, though, probably couldn't solo it, so a small fellowship icon might not be a bad idea.
Also, when considering if a quest should be listed as solo or small fellowship, most of the time it should be based on the least strongest class for that given situation. In most cases it is better to be relieved that you tried and succeeded at soloing a small fellowship quest than it is trying to solo a quest and repeatedly fail, having to give up and ask for help for a non-fellowship quest.
I have no doubt that there are some that with the right class can find a way to solo almost anything other than the obvious full fellowship quests, and then there are others that can't fight there way out of a box. But the real question is how will the 'average' player fair with the quest.
Quote:
My only disagreement is with this one. I completed it as a level 42 LRM working with a 42 burglar and a 43 champion. It wasn't a cakewalk but it wasn't over our heads either and we didn't need a minstrel. If anything was going to be done to the advice I would probably go 44/small fellow first before I went 43/full fellow.
Then the quest level should probably be changed to 44 or 45.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Ivar the Blood Hand
CATEGORY: Lone Lands
JOURNAL LEVEL: 34
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 38 if you like a BIG challenge 40 for a 50/50 chance with an unbalanced group.
ACTUAL ICON: Fellowship. Raid if you do it at 34 :p
REASONS: The Level should be upped because at level 34 getting the key to get to the area with Ivar is a challenge and Ivar even if you do take out his banner guys is still a long hard fight. Since he respawns them and his minions. If you don't have a way to either DPS him down quick while at the same time a way to regen power there is no way you'll complete this quest even at level 38+. At level 34 even with a balanced group its more luck then anything if you take him down.
Also the Reclaim The Lost Maid quest you would want to up the Level on that one (35 fellowship) since you do need to kill Ivar to get the key to get to the Red Maid. That quest should be level 40 fellowship.
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Re: Reported Quest Difficulty Levels and Recommendations
I have to agree that Ivar is much harder than 34 =p
here's my additions:
QUEST: Master of the Black Tide (and most other Dol Dinen quests)
CATEGORY: North Downs
JOURNAL LEVEL: 35
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 37ish
ACTUAL ICON: Full Fellowship
REASONS: Well, this is about Master of the Black Tide partly, but applies to most if not all Dol Dinen quests. That place is incredibly frustrating and made me take several days off of the game. The respawns are incredibly fast - the first thing I would do is tone that down. If the respawns were twice as long, the place would still be challenging (and tedious). Second, or alternately, I'd replace about half the elites with non-elites or signatures. The place would still be challenging if this were the case. Third, for this particular quest, I would definitely give some sort of warning in the quest text about how aggroing the boss aggroes the whole tent. It is incredibly cruel to have a group of level 35+ players spend an hour or more clearing to that tent, just to wipe because they didn't know they had to clear the whole boss' room before killing the boss...
also, while I have your attention ;p these quests are considered annoying to the point of jokehood among players:
killing wolves in the Old Forest. There's simply not enough of them, and they're too spread out.
norbog killing in the lone lands. Rare spawns that rarely drop the quest item. Took about 3 hours for 2 of us to finish it.
snapper soup. I never did this one myself, but I hear the snappers are really rare...
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
ironwill96
We did it with 3 Level 22's and got through the first boss but the second one wiped us completely. It is unreasonable for a level 20 instance to have a Signature Level 22 Elite with 9000 HP followed by a level 23 elite with 13500 HP! Add to that the not being able to get back in to rejoin your party if you are defeated and this quest is terribly underleveled for what it is listed as.
Actually, Rigul the uruk boss is an Elite Master and the Mountain-Troll is a Nemesis. They're much stronger than Elites. Neither one is Signature. I think you're confusing the terms here. Named does not mean Signature. The progression of solo to group to raid stat is: Swarm, Normal, Signature, Elite, Elite Master, Nemesis, Arch Nemesis.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
ironwill96
Hate to repeat what others have said, but Retake Weathertop DEFINITELY needs to be fixed. I also bug reported that the Journal icon and the Quest Icon levels don't seem to match. Journal Icon shows it as level 20 (at the time I was 22 so it showed as blue to me) but the quest text showed as Orange as if it was higher than me.
We did it with 3 Level 22's and got through the first boss but the second one wiped us completely. It is unreasonable for a level 20 instance to have a Signature Level 22 Elite with 9000 HP followed by a level 23 elite with 13500 HP! Add to that the not being able to get back in to rejoin your party if you are defeated and this quest is terribly underleveled for what it is listed as.
I didn't notice any difference between the quest text and quest journal. They matched for both of my characters.
I agree that Retake Weathertop is definately not a level 20 quest. It should probably be a level 22-23. The first time I completed it as a level 25 and it was very easy. We didn't use the pathing bug, my guard held the Troll's aggro the entire time, and no one was defeated (except the troll, of course). The second and third time (just because it's fun), I was at level 23 (hunter), we used the pathing bug, and it was still a good challenge. Of course, my PUG was a little unbalanced. A balanced group of 22-23's should be able to handle it after the pathing bug is fixed.
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Re: Reported Quest Difficulty Levels and Recommendations
Re: Weathertop
Have to agree that this one needs the level recommendation boosted slightly. Mostly due to the fact of not being able to rejoin the mission even if the entire team wipes. Perhaps some kind of key that transports you just inside the last gate if you have made it that far would be appropriate. I'm not sure a full fellowship is required. It does require careful planning and cooperation, but that's a very good thing.
This is an example of an excellent mission that just needs some minor tweaking. I wish there were many more like this. The surprise at the end, despite the team wipe it caused, was probably my favorite moment of the game to date.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Destroying the Hatchery
CATEGORY: North Downs
JOURNAL LEVEL: 32
JOURNAL ICON: Solo
ACTUAL LEVEL: 32
ACTUAL ICON: Fellowship
REASONS: The only reason I believe that this quest should be labeled as "fellowship" is thus: The eggs do not seem to spawn in the nests near the worms. The eggs continually spawn next to elite drakes (in the little pools there). The only way I was able to solo this, I believe, was because I am a Lore-Master. I rooted one drake and busied the other with my raven, while I scrambled around, collected eggs, and ran like the dickens.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Malefice
QUEST: Destroying the Hatchery
CATEGORY: North Downs
JOURNAL LEVEL: 32
JOURNAL ICON: Solo
ACTUAL LEVEL: 32
ACTUAL ICON: Fellowship
REASONS: The only reason I believe that this quest should be labeled as "fellowship" is thus: The eggs do not seem to spawn in the nests near the worms. The eggs continually spawn next to elite drakes (in the little pools there). The only way I was able to solo this, I believe, was because I am a Lore-Master. I rooted one drake and busied the other with my raven, while I scrambled around, collected eggs, and ran like the dickens.
Hmmm you might have just missed the eggs by the worms. I know this exact thing happened to me first time I did this and I thought I had to go to where the Drakes where. The eggs do in fact spawn by the nests usually guarded by a cold worm and an rock worm (lvl 32 and 33 respective). And you can pick up the same egg spawn if you wait.
Edit: Might as well add my word in re: Weathertop. VERY challenging and fun but definitely over leveled in terms of current setting.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Dourhand Plans
CATEGORY: North Downs
JOURNAL LEVEL: 29
JOURNAL ICON: Solo
ACTUAL LEVEL: 29 is fine
ACTUAL ICON: Small Fellowship
REASONS: The plans are hidden at the complete rear of the Ost Garudar - for those who have been there, it is an absolute nightmare, mobs packed into a very tight place with an incredible respawn rate. Typically, the pulls are 3 Non-Elites, or 2 Non-Elites and a Swarm mob. Factor in also that, occasionally, a 4000 hp elite Falconeer spawns in the only corridor that leads to the plans - along with 3 non-elite buddies, and you have yourself recipe for pain if you're alone. Small Fellowship of 2 or 3 shouldn't have too much trouble though.
I cancelled this quest after the 3rd try when no one wanted to group for it - had problems with the Falconeer twice.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: An Urgent Summons
CATEGORY: Epic - Prologue
JOURNAL LEVEL: 6
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 6
ACTUAL ICON: Solo
REASONS: All this quest involves is walking from Archet to the inn in Combe and talking to the innkeeper, then going up the stairs and talking to Toradan. There's no combat involved at all except for some boars and wolves you might run into on the road between Archet and Combe, but nobody is going to need a fellowship to deal with them.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Varam
QUEST: An Urgent Summons
CATEGORY: Epic - Prologue
JOURNAL LEVEL: 6
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 6
ACTUAL ICON: Solo
REASONS: All this quest involves is walking from Archet to the inn in Combe and talking to the innkeeper, then going up the stairs and talking to Toradan. There's no combat involved at all except for some boars and wolves you might run into on the road between Archet and Combe, but nobody is going to need a fellowship to deal with them.
It is also very amusing that when you accept this quest you get the tool-tip pop-up explaining about fellowship vs solo quest. Then the quest has nothing in it that requires a fellowship. Most amusing.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
BuckleBelt
QUEST: Adelard's Chapter
CATEGORY: Shire
JOURNAL LEVEL: 7
JOURNAL ICON: Solo
ACTUAL LEVEL: 9
ACTUAL ICON: solo
REASONS: Its a running joke that people suffer their first death (including me) in MD doing that quest where the bee hive falls, you fight bees, then before you can recover you fight bears...
Mark another up for fixing that quest. I also know of multiple people (including myself) that bit it for the first time on that quest.
If I remember right, the bees can easily steal all your power, and auto-attacks have no chance of defeating the bears.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Iron-jaws
CATEGORY: Lone-lands
JOURNAL LEVEL: 22
JOURNAL ICON: Solo
ACTUAL LEVEL: 25
ACTUAL ICON: Solo
REASONS: You get this quest from Ost Guruth which requires you to kill Wargs. The Wargs around Ost Guruth are level 25-26 making the level 22 designation on this quest a bit low. The other warg quest in the area, Raising the Wargs' Ire, is level 25 so I believe this should be a level 25 quest as well.
QUEST: Noisome Neighbours
CATEGORY: Lone-lands
JOURNAL LEVEL: 23
JOURNAL ICON: Solo
ACTUAL LEVEL: 26
ACTUAL ICON: Solo
REASONS: The bugs you have to kill in the swamp for this are level 25-27 mixed in with other level 26-28 bog prowlers and wights. 23 is just too low of a level for a quest that requires killing up to level 27 mobs.
Also might want to take a look at the quests given by Adso Haybank in Breeland. (He's the hobbit with the camp on the road between Bree and the Shire) He requires you to kill boars / brigands / wolves / bears and then make various deliveries to people to pay them back. The problem is all these quests are level 10 and there's like 5 of them but they require killing level 12-13 mobs. Heck by the time most players even get to Adso Haybank they are at least level 12.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Dourhand Plans
CATEGORY: North Downs
JOURNAL LEVEL: 29
JOURNAL ICON: Solo
ACTUAL LEVEL: 30
ACTUAL ICON: Small or Full Fellowship, can't tell.
REASONS: There are elite Dourhand Falconer's in between you and the chest containing the plans. You've gotta fight 2 of them at once with two other adds. Not sure if there are any more after that, but as a 33 minstrel solo, and with a captain 29 helping, we couldn't make it. EDIT: Managed to do with with myself, a 29 minstrel, and a 33 hunter. Luckily I had damage traits slotted at the time. Not sure whether it should be small or full fellowship though.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
cmdrslack
QUEST: Retake Weathertop
CATEGORY: Lone Lands
JOURNAL LEVEL: 20
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 25+
ACTUAL ICON: Full Fellowship
REASONS: The final fight is insane. Overall, it's rather tough, but this is one of those quests that really reinforces "holy trinity" gameplay...to the point of people feeling classes are required for healing AND power regen. I've yet to find a good fellowship to complete this one...the final fight ends up sending people off to solo after the first few wipes.
This quest should be a lvl 25 quest, I agree, is a very difficult and rewarding experience.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
cmdrslack
QUEST: Retake Weathertop
CATEGORY: Lone Lands
JOURNAL LEVEL: 20
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 25+
ACTUAL ICON: Full Fellowship
REASONS: The final fight is insane. Overall, it's rather tough, but this is one of those quests that really reinforces "holy trinity" gameplay...to the point of people feeling classes are required for healing AND power regen. I've yet to find a good fellowship to complete this one...the final fight ends up sending people off to solo after the first few wipes.
I would say this quest is a 22 or maybe a 23. The problem is people need to realize this is one of those learning curve quests. People MUST learn to work together and this is one of those quests that emphasizes it. You can do this quest with a very well organized group of 20 or 21s, but a semi organized pug group can do this at 22 or 23. 25+ groups breeze through this or are using zerg style tactics. I would recommend though that the gate closing and subsequent events do not start until the entire party passes through the gate or the gate be further away from the endfight.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Symar-FangofLloth
QUEST: Dourhand Plans
CATEGORY: North Downs
JOURNAL LEVEL: 29
JOURNAL ICON: Solo
ACTUAL LEVEL: 30
ACTUAL ICON: Small or Full Fellowship, can't tell.
REASONS: There are elite Dourhand Falconer's in between you and the chest containing the plans. You've gotta fight 2 of them at once with two other adds. Not sure if there are any more after that, but as a 33 minstrel solo, and with a captain 29 helping, we couldn't make it. EDIT: Managed to do with with myself, a 29 minstrel, and a 33 hunter. Luckily I had damage traits slotted at the time. Not sure whether it should be small or full fellowship though.
I believe those Falconers are only there as a result of a failed Dori rescue (another quest for that area).
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
skadoink
QUEST: Addie's Missing Sons
CATEGORY: Breeland
JOURNAL LEVEL: 16
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 15/16
ACTUAL ICON: Solo
REASONS: You don't actually have to fight anyone to get this quest done, the 2nd part, finding Malin, sure needs a full fellowship unless you've got higher than required levels. But the first part just needs you to be reasonably confident to enter the barrow downs, avoid fights, and find the Perch.
I note that there are a lot of things that can swarm with a fairly high aggro range, so I'd say it genuinely is at least 16th level, but solo would be fine.
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Re: Reported Quest Difficulty Levels and Recommendations
Quest Name: Chapter 2: In the Gaunt-Man's Grasp.
Category: Book 2 Epic, Lone-Lands
Journal Level: 28
Journal Icon: Solo/Epic
Actual Level: 30
Actual Icon: Small fellowship/Epic
Tried this when I got it, at 28th and it was white. Fighting yellow and orange wights just to get to the encounter only to see a signature and 2-3 adds in the 30 range. There are also a number of neutral Oathbreakers surrounding the mob you need to kill. I had a 25 Hunter in support. I figured that if the journal expected me to solo this, maybe the Oathbreakers will help out once I begin the fight. Not the case. Oathbreakers stood by and a 30+ Bog-Lord even decided to run into the fight from who knows where. We were decimated. This should be small-fellowship at least and level displayed as 30, to match the non-elites let alone the sig you have to kill. I have no doubt that 3-4 28-30's could pull this off.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
cmdrslack
QUEST: Retake Weathertop
CATEGORY: Lone Lands
JOURNAL LEVEL: 20
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 25+
ACTUAL ICON: Full Fellowship
REASONS: The final fight is insane. Overall, it's rather tough, but this is one of those quests that really reinforces "holy trinity" gameplay...to the point of people feeling classes are required for healing AND power regen. I've yet to find a good fellowship to complete this one...the final fight ends up sending people off to solo after the first few wipes.
I completely agree that this quest needs to be made at least 23, but I'd agree with 25 as well because of how hard it'll be with a PUG. The only thing is that if you have a PUG of 25's, which you need practically need for the boss if its a PUG and the troll doesn't bug, the rest of the instance is really easy. Its been a while since I ran the instance but I remember we rolled through the whole thing till the very end. Maybe make the rest of the place harder and raise the level?
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Terror in the Skies
CATEGORY: Lone Lands
JOURNAL LEVEL: 26
JOURNAL ICON: Solo
ACTUAL LEVEL: 20
ACTUAL ICON: solo
REASONS: I got all of the eyes from the level 18-20 crows southwest of Ost Guruth- I saw one lvl 25 warg, but he was easy to avoid. There are also level 18-20 half orcs prowling around, but they were within a level 20 quest.
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Re: Reported Quest Difficulty Levels and Recommendations
The only problem with nearly all the 'solo' quests after level 25ish is that no minstrel can solo them. I'm thinking we need to have either a disclaimer added in at the very beginning or around lvl 30ish, or, although probably not possible, have different icons for different classes.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Dourhand Plans
CATEGORY: North Downs
JOURNAL LEVEL: 29
JOURNAL ICON: Solo
ACTUAL LEVEL: 30
ACTUAL ICON: Small Fellowship
REASONS: The elites are left over from a failed chapter 4 attempt at Dori. They are a non-factor in the decision. As a champ I tried a couple times to do this, failing at the end when I had to face 3 birds and a dourhand at one time. Of course, as a burglar, I just snuck right up to it, grabbed it, and exited stage right. And there's no way a minstrel can solo it... duo with a champ or guard, sure.
QUEST: Adelard's Chapter
CATEGORY: Shire
JOURNAL LEVEL: 7
JOURNAL ICON: Solo
ACTUAL LEVEL: 9-10
ACTUAL ICON: solo
REASONS: Its a running joke that people suffer their first death (including me) in MD doing that quest where the bee hive falls, you fight bees, then before you can recover you fight bears... as a minstrel, forget it til you're 12 or so... :)
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Re: Reported Quest Difficulty Levels and Recommendations
All of the listed quests were completed with a team of level 35+ players. Previous attempts with the listed level of players resulted in painful and expensive deaths.
Quest: Orcs of the Blood Mountain
Category: North Downs
Journal Level: 33
Journal Icon: fellowship
Actual Level: at least 36
Actual Icon: Fellowship or Raid
Reasons: Fast respawns, roaming patrols, and static spawns of at least 3 forces a group to take on 4-5 elites at any given time. My lvl 37 hunter can't solo one of these elites, so 4-5 of them hurt. After wiping 5 times in 6 hours, we finally finished. (the manslayers are waaaay in the back - hard to get to) Even when we teamed with two other groups, we all ended up wiping. Worse, the level required to complete the quest means the rewards are useless.
Quest: Weakening the Tide
Category: North Downs
Journal Level: 34
Journal Icon: fellowship
Actual Level: 37
Actual Icon: fellowship
Reasons: see above - same area, same respawns. Additionally, these guys only spawn in certain areas, and if another team is doing the same quest, this one takes for ever to complete. 20 bonespeakers takes minimum 2 hours, even doing with other quests. Quest rewards also need to match difficulty.
Quest: Seigecraft
Category: North Downs
Journal Level: 34
Journal Icon: fellowship
Actual Level: 37
Actual Icon: fellowship
Reasons: to complete this quest, you basically have to slaughter the whole camp (quickly to avoid respawns). A group of level 34s will wipe quickly up against a group of level 33-34 elites, and even if they manage to take the first group, the respawns will kill them on the second group. Quest rewards need to match the difficulty.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Iron-jaws
CATEGORY: Lone-lands (Ost Guruth)
JOURNAL LEVEL: 22
JOURNAL ICON: Solo
ACTUAL LEVEL: 25
ACTUAL ICON: Solo
REASONS: The wargs in the area around Ost Cyrn are level 25-26. Pretty simple fix
QUEST: Raising the Wargs Ire
CATEGORY: Lone-lands (Forsaken Inn)
JOURNAL LEVEL: 25
JOURNAL ICON: Solo
ACTUAL LEVEL: 25
ACTUAL ICON: Solo
REASONS: Yeah, i didn't change anything... The only question I have here is why you have a lvl 25 kill warg quest coming out of the Forsaken Inn? Once the Iron-Jaw quest is fixed you will have two quests, the same level, to go kill wargs in the same area...
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
joepfeifer
QUEST:
Iron-jaws
CATEGORY: Lone-lands (Ost Guruth)
JOURNAL LEVEL: 22
JOURNAL ICON: Solo
ACTUAL LEVEL: 25
ACTUAL ICON: Solo
REASONS: The wargs in the area around Ost Cyrn are level 25-26. Pretty simple fix
QUEST:
Raising the Wargs Ire
CATEGORY: Lone-lands (Forsaken Inn)
JOURNAL LEVEL: 25
JOURNAL ICON: Solo
ACTUAL LEVEL: 25
ACTUAL ICON: Solo
REASONS: Yeah, i didn't change anything... The only question I have here is why you have a lvl 25 kill warg quest coming out of the Forsaken Inn? Once the Iron-Jaw quest is fixed you will have two quests, the same level, to go kill wargs in the same area...
Maybe the levels of these two have been mixed up, As there are plenty of wargs around in Minas Eriol, and at Weatherfoot that are more than doable at Lvl22 (In fact usually Lvl25 wargs are doable at 22 as long as nothing else interferes. [for Guard/Hunt/LM anyway])
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Re: Reported Quest Difficulty Levels and Recommendations
Virtually every Angmar Quest is FUBAR.
Solo quests have you fighting signature with escorts.
Solo quests have you questing in aggro range of elite mobs all across the eastern and north eastern parts of the map.
Quest descriptions are cryptic or just plain not helpful. The Orc quest for gathering tools and the Turtle Egg quest provide the same exact description of the Orc camp. Of course, the Egg quest means going much further north, to a completely different camp and one that has Orcs and Trolls. The fire itself isnt even a campfire but, yeah, people will figure that one out.
There are so few solo quests in Angmar you are better off going to Misty Mountains and farming goblins and dwarves. Oh yeah, drop rate in Angmar West is also abysmal.
Really, Angmar needs some really significant adjustment in mobs, quests, quest descriptions, you name it. As hard as groups are to come by until the very social people finally get into their 40's, the game is becoming a grind fest.
Lets not ruin the game with bad zones. It really is a good game. Making it mandatory to team just to level other than to grind puts us almost back to Dungeons and Dragons. Obvioiusly there was a need to have solo content there too huh? Not good. If the option is to grind, there is no real point in playing the game, grinding isn't content, it is mindless mashing of buttons.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Mountain Raiders
CATEGORY: Trollshaws (Chain from A Better Sort of Giant)
JOURNAL LEVEL: 40
JOURNAL ICON: Full Fellowship
ACTUAL LEVEL: 40-44? (see below)
ACTUAL ICON: Full Fellowship
REASONS: There are level 44 elite drakes in the area, one of which guards the pass you need to use to get into the area. My group of 37-40s couldn't touch it, and at least 2 people died each time when we tried to run by. Please either remove this drake or update the quest accordingly.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Reclaim the Lost Maiden (aka The Red Maid)
CATEGORY: Garth Agarwen
JOURNAL LEVEL: 35
JOURNAL ICON: fellowship
ACTUAL LEVEL: 37+
ACTUAL ICON: fellowship
REASONS: This quest is far too difficult for a level 35 group.
QUEST: Master of the Black Tide
CATEGORY: North Downs (Dol Dinen)
JOURNAL LEVEL: 35
JOURNAL ICON: fellowship
ACTUAL LEVEL: 37+
ACTUAL ICON: fellowship
REASONS: Even a level 37+ group will struggle with this, possibly wiping more than once. Far more difficult than level 35. As has been stated in other posts above, either the numbers, respawn times, or levels/elite status of the mobs need to be toned down or the quest level needs to be raised.
QUEST: The Forgotten Company
CATEGORY: Fornost
JOURNAL LEVEL: 36
JOURNAL ICON: fellowship
ACTUAL LEVEL: 36
ACTUAL ICON: fellowship
REASONS: The problem with this quest is not levels. The problem is the number of items required and the inability to share item locations. Each member of the fellowship needs 20 arrowheads from the skeleton piles. That means in a full fellowship, 120 skeleton piles are needed so that each member can finish the quest in the instance. That's ridiculous. Make the piles so that members can share looting them (like the redeemed wight quest in the same instance), or drastically reduce the number of arrowheads required.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
joepfeifer
QUEST:
Iron-jaws
CATEGORY: Lone-lands (Ost Guruth)
JOURNAL LEVEL: 22
JOURNAL ICON: Solo
ACTUAL LEVEL: 25
ACTUAL ICON: Solo
REASONS: The wargs in the area around Ost Cyrn are level 25-26. Pretty simple fix
QUEST:
Raising the Wargs Ire
CATEGORY: Lone-lands (Forsaken Inn)
JOURNAL LEVEL: 25
JOURNAL ICON: Solo
ACTUAL LEVEL: 25
ACTUAL ICON: Solo
REASONS: Yeah, i didn't change anything... The only question I have here is why you have a lvl 25 kill warg quest coming out of the Forsaken Inn? Once the Iron-Jaw quest is fixed you will have two quests, the same level, to go kill wargs in the same area...
Hunter lvl 22 can easily take down wargs that are Orange and Yellow. I don't know about a loremaster though.
I do agree that the quests seem to be opposite of what they should be. Something is wrong with the questing mechanism to me in that area. When I got Warg's Ire it was red to me, yet my hunter killed Wargs (if I could find any) and got the credit in my early 20-21 lvl. It took careful planning, but I did pull it off without getting killed by a warg.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Slave_to_the_Wheek
Hunter lvl 22 can easily take down wargs that are Orange and Yellow. I don't know about a loremaster though.
I do agree that the quests seem to be opposite of what they should be. Something is wrong with the questing mechanism to me in that area. When I got Warg's Ire it was red to me, yet my hunter killed Wargs (if I could find any) and got the credit in my early 20-21 lvl. It took careful planning, but I did pull it off without getting killed by a warg.
Yeah, LRM can do it too. Every now and then if things are looking iffy (which happens!) you can Blinding Flash and withdraw for a bit. But I managed this with a Lvl22 LRM also with no visits to the white circle.
QUEST: Master of the Lash
CATEGORY: Lone Lands
JOURNAL LEVEL: 24
JOURNAL ICON: solo
ACTUAL LEVEL: 24
ACTUAL ICON: small fellowship
REASONS: Collecting the Orc-Swords is not a problem, but if you're the only person in the area, getting to and defeating the slaughterer is nigh on impossible for a lvl 24. He's surrounded by 3 other Lvl22 orcs, and the re-spawn rate for the other orcs nearby was insane. As a Lvl25 LRM, finding a Lvl23 GRD to group with made all the difference. It was still tough, but we did it.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Counting the Clutch
CATEGORY: Angmar
JOURNAL LEVEL: 48
JOURNAL ICON: solo
ACTUAL LEVEL: 48
ACTUAL ICON: fellowship
REASONS: There are level 47/48 elite drakes in the area. I don't really see how it would be possible to solo this.
QUEST: Scales Menace
CATEGORY: Angmar
JOURNAL LEVEL: 48
JOURNAL ICON: solo
ACTUAL LEVEL: 48
ACTUAL ICON: fellowship
REASONS: These are 47/48 elite drakes... not quite soloable.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Coat of Shadow
CATEGORY: North Downs
JOURNAL LEVEL: 31
JOURNAL ICON: Solo
ACTUAL LEVEL: 31
ACTUAL ICON: Solo
REASONS: See below.
Level and icon are fine. The quest is fine. The drop rates and spawn rates are horrid. The Dire Wargs are hard to find and they drop the quest hides rarely. The drop rate is the stupid part because they almost always drop a Sturdy Hide--I'd gladly give *that* to the Earth-kin if I could. And why only the Dire Wargs--why not let go north and kill some of the 33 Hunter Wargs if I choose to?
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Our Greatest Find
CATEGORY: One member of your Fellowship picks up a statue, and carries it to a guy standing on the cliff.
JOURNAL LEVEL: 22
JOURNAL ICON: Full Fellowship
ACTUAL LEVEL: 25 - 26
ACTUAL ICON: Full Fellowship
REASONS: This is a fun and difficult quest, but it's not a lvl 22 quest the goblins respawn fast, you are always fighting 2 - 4 Elite lvl 20 -22 Goblins, and one play needs to pick up a statue and stand there and do nothing, so you are already down 1 person in a fellowship. I completed this quest at lvl 27. The party was 24+
QUEST: Goblin Leader
CATEGORY: Fight your way through mobs, and mobs of Goblines and kill the leader.
JOURNAL LEVEL: 22
JOURNAL ICON: Full Fellowship
ACTUAL LEVEL: 25 - 26
RESONS: Goblins respawn extremly fast, always fighting 3 Goblins, these lvl 22 20 -22 Goblins are tough and your always fighting repop Goblins, and patroling Goblins.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Worse than Death
CATEGORY: Angmar
JOURNAL LEVEL: 48
JOURNAL ICON: solo
ACTUAL LEVEL: 48
ACTUAL ICON: fellowship
REASONS: Tons of elite mobs around. Unless you're a burglar, I'm not too sure how this is supposed to be soloable.
QUEST: Spirits of Morgoth
CATEGORY: Angmar
JOURNAL LEVEL: 48
JOURNAL ICON: solo
ACTUAL LEVEL: 48
ACTUAL ICON: fellowship
REASONS: Same comment.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Ulfbrandr
QUEST:
The Forgotten Company
CATEGORY: Fornost
JOURNAL LEVEL: 36
JOURNAL ICON: fellowship
ACTUAL LEVEL: 36
ACTUAL ICON: fellowship
REASONS: The problem with this quest is not levels. The problem is the number of items required and the inability to share item locations. Each member of the fellowship needs 20 arrowheads from the skeleton piles. That means in a full fellowship, 120 skeleton piles are needed so that each member can finish the quest in the instance. That's ridiculous. Make the piles so that members can share looting them (like the redeemed wight quest in the same instance), or drastically reduce the number of arrowheads required.
I had a group with 3 people who needed those and all four of us were able to complete it. That's not the quest that really needs adjusting. The REAL broken quest like this one, does need fixing.
QUEST:Free the Fallen
CATEGORY: Fornost
JOURNAL LEVEL: 39
JOURNAL ICON: fellowship
ACTUAL LEVEL: None
ACTUAL ICON: None
REASONS: The problem with this quest is not levels. The problem is the number of items required and the inability to share item locations. Each member of the fellowship needs to free 30 spirits from the skeleton piles. That means in a full fellowship, 180 skeleton piles are needed so that each member can finish the quest in the instance. And having 180 spots doesn't give you 180 Freed Spirits. To top it off, the skeleton piles can EITHER OR spawn an elite non-siganture undead instead of the Freed Spirit version the quest requires.
In general, this quest needs to be scrapped or completely reworked as it's not worth the 34s for any but one person to complete at a time.
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Re: Reported Quest Difficulty Levels and Recommendations
Same thing with the Dundhenain(?) Ruin-Pile quest in Agamuar. These piles need to be good for everyone in group and not 1/person. Granted you need 10 and not 20+, its just a hassle. Especially when theyve made this whole instance looong and something like 3 signatures within.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
BDKDini
Virtually every Angmar Quest is FUBAR.
Solo quests have you fighting signature with escorts.
Solo quests have you questing in aggro range of elite mobs all across the eastern and north eastern parts of the map.
Quest descriptions are cryptic or just plain not helpful. The Orc quest for gathering tools and the Turtle Egg quest provide the same exact description of the Orc camp. Of course, the Egg quest means going much further north, to a completely different camp and one that has Orcs and Trolls. The fire itself isnt even a campfire but, yeah, people will figure that one out.
Agreed. That turtle egg quest is Rampage, and is marked solo. How can a single player run around, avoid aggro, carrying an egg, and then run in past about 4-6 elite trolls ? I got to a campfire, but it apparently wasn't where it needed to be. Where do you even take this egg to ?
Another one was False Orders, where you insert false orders into 4 Strong Boxes. Besides pulling 2 mobs to get into the area, each camp has 3 mobs that all pull at the same time. Only way I could do it, is to not loot the corpses so they would take longer to respawn, kill 1 of 3, then run out the gate, heal up, then go back and take the other 2, without looting. The final box you have to get past 2 elites. I did manage to get somewhere and have them get confused and reset, but this really is more of a game quirk than a successful completion. There are way too many quests marked solo, that are nowhere near solo, or the descriptions of what you need to do are very vague. If you took the elites out of these non-instanced areas, it would make the entire zone 100% playable.
Fell Water is another one - Collect 4 samples from ponds, surrounded by multiple normal mobs and elites. Impossible without a full group.
The Level 45 quests that require you to collect Splintered Warg Claws tells you to look in the plains of Gorothlad for the claws. There are wargs there, but they do not drop them. Only wargs that drop them are the ones cleared around Ungoroth, or the ones in Nan Gurth, which of course are around several elites and multiple pulls.
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Re: Reported Quest Difficulty Levels and Recommendations
I definitely agree about false order and rampage!
Speaking of Angmar - Book 7 chapter 6 shows as a solo quest, but when you start the instance, it turns into a fellowship quest. That's in the log. Both should be small fellowship actually.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST:A Tenuous Thread
CATEGORY: Angmar
JOURNAL LEVEL: 50
JOURNAL ICON: solo
ACTUAL LEVEL: 50
ACTUAL ICON: fellowship
REASONS: This quest is in the instance, so absolutely not soloable.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST:The Shadow Falls
CATEGORY: North Downs
JOURNAL LEVEL: 42
JOURNAL ICON: fellowship
ACTUAL LEVEL: 42*
ACTUAL ICON: fellowship*
REASONS: *This would be a fine estimation of level, if not for the last room before the last boss.
We did this last night with a group of level 38 to 40, plus a level 44 minstrel. The boss fight was hard, but we managed. The problem was the last room before going up to the boss. The first pull in that room brings 6 or more TOUGH shades and a flock of bats. We wiped 3 times in that room before we were able to whittle them down to a manageable population. All night, we did not wipe anywhere else, and we pretty much knocked out all the Fornost quests, fighting every boss in order. We had some other close calls, but nothing so devastating as this one room.
Also, this quest is very long and involved and takes up too much inventory with the 4 non-stacking hilts. It should be split up into multiple quests. Another problem is that the key needed to shortcut to the last boss only drops once, from the third boss. This is a major pain for such a big place where so many quest are done behind a locked door. Please make the keys drop from each boss, or at least make the third one drop multiple keys.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
DarkChyle
QUEST: Ivar the Blood Hand
CATEGORY: Lone Lands
JOURNAL LEVEL: 34
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 38 if you like a BIG challenge 40 for a 50/50 chance with an unbalanced group.
ACTUAL ICON: Fellowship. Raid if you do it at 34 :p
REASONS: ...
We failed it first time, then completed it. Fellowship need to have burglar no questions asked. Without conjunctions its a waste of time. Banner carriers need to be put down as soon as they respawn. Guardian can interrupt Ivar's concentration when he's trying to spawn add. It doesn't always work but most of the time Kick helps. Ivar has to be on the guardian at all times. Proper taunting is the key for minstrels survival. Minstrel, Burglar or Lore Master can "mez" one of the adds. Ivar is too tough for level 34. And he has inappropriately high defense for a "shaman" type of mob. I would say Ivar is more a mini raid mob than a single master elite.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
NezRe
QUEST: Our Greatest Find
CATEGORY: One member of your Fellowship picks up a statue, and carries it to a guy standing on the cliff.
JOURNAL LEVEL: 22
JOURNAL ICON: Full Fellowship
ACTUAL LEVEL: 25 - 26
ACTUAL ICON: Full Fellowship
REASONS: This is a fun and difficult quest, but it's not a lvl 22 quest the goblins respawn fast, you are always fighting 2 - 4 Elite lvl 20 -22 Goblins, and one play needs to pick up a statue and stand there and do nothing, so you are already down 1 person in a fellowship. I completed this quest at lvl 27. The party was 24+
QUEST: Goblin Leader
CATEGORY: Fight your way through mobs, and mobs of Goblines and kill the leader.
JOURNAL LEVEL: 22
JOURNAL ICON: Full Fellowship
ACTUAL LEVEL: 25 - 26
RESONS: Goblins respawn extremly fast, always fighting 3 Goblins, these lvl 22 20 -22 Goblins are tough and your always fighting repop Goblins, and patroling Goblins.
Agreed. We just did this last night with a full group of 25's and these were still a fun challenge. However, (not counting the time we just tried running with the statue) only two people were defeated while doing both quests, so I would maybe say it is closer to the 24-25 range.
Although, if you do change Our Greatest Find, you might want to make sure people can't just jump out and run around the perimeter of the ruins/castle. ;)
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
skadoink
QUEST: Master of the Lash
CATEGORY: Lone Lands
JOURNAL LEVEL: 24
JOURNAL ICON: solo
ACTUAL LEVEL: 24
ACTUAL ICON: small fellowship
REASONS: Collecting the Orc-Swords is not a problem, but if you're the only person in the area, getting to and defeating the slaughterer is nigh on impossible for a lvl 24. He's surrounded by 3 other Lvl22 orcs, and the re-spawn rate for the other orcs nearby was insane. As a Lvl25 LRM, finding a Lvl23 GRD to group with made all the difference. It was still tough, but we did it.
Agreed, no way that is a solo quest with having to defeat the Slaughterer. I think he had more then 3 minions surrounding him when I did it.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Quote:
Quote:
Originally Posted by
joepfeifer http://lorimages.turbine.com/forums/...s/viewpost.gif
QUEST: Iron-jaws
CATEGORY: Lone-lands (Ost Guruth)
JOURNAL LEVEL: 22
JOURNAL ICON: Solo
ACTUAL LEVEL: 25
ACTUAL ICON: Solo
REASONS: The wargs in the area around Ost Cyrn are level 25-26. Pretty simple fix
QUEST: Raising the Wargs Ire
CATEGORY: Lone-lands (Forsaken Inn)
JOURNAL LEVEL: 25
JOURNAL ICON: Solo
ACTUAL LEVEL: 25
ACTUAL ICON: Solo
REASONS: Yeah, i didn't change anything... The only question I have here is why you have a lvl 25 kill warg quest coming out of the Forsaken Inn? Once the Iron-Jaw quest is fixed you will have two quests, the same level, to go kill wargs in the same area...
Maybe the levels of these two have been mixed up, As there are plenty of wargs around in Minas Eriol, and at Weatherfoot that are more than doable at Lvl22.....
That sounds about right.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: The Stone Speaker
CATEGORY: Lone-Lands (Ost Guruth)
JOURNAL LEVEL: 27
JOURNAL ICON: Solo
ACTUAL LEVEL: 30
ACTUAL ICON: Small Fellowship
REASONS: The swamp area around the Stone Speaker is filled with level 30+ Wights, it is very difficult to get through the area at the designated quest level. It is very easy to get Add's on you when just trying to sneak from one point to another.
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Hidden by Fur and Snow
QUEST: Hidden by Fur and Snow
CATEGORY: Misty Mountains
JOURNAL LEVEL: 44
JOURNAL ICON: Solo
ACTUAL LEVEL: 44
ACTUAL ICON: Small Fellowship
REASONS:The bears near the High Crags are easy enough to find and kill, but the bears by the Giant Halls and near the Bruinen source are more problematic.
The Giant Halls area is very treacherous, being thickly populated by elite level 47+ giants. It is certainly possible to solo these bears, but it's far too easy to get into trouble alone.
The Bruinen source bears share a spawn cycle with elite Snowmantles leveled 38-40. As a well armed and armored captain at level 42, I could barely manage to solo the level 38 Snowmantle Matrons, but the Bulls were out of my league. This might be ok if there were quests to kill the Snowmantles and other fellowships went there to kill them, but there aren't any so the area just fills up with elite mobs that no one wants to fight.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
carlosjuero
QUEST:
The Stone Speaker
CATEGORY: Lone-Lands (Ost Guruth)
JOURNAL LEVEL: 27
JOURNAL ICON: Solo
ACTUAL LEVEL: 30
ACTUAL ICON: Small Fellowship
REASONS: The swamp area around the Stone Speaker is filled with level 30+ Wights, it is very difficult to get through the area at the designated quest level. It is very easy to get Add's on you when just trying to sneak from one point to another.
Absolutely, except that I'd say solo at 30 is fine, though the directions should perhaps be improved. I fired up my browser to report this just now, but am glad to see someone beat me to the punch.
In fact, I seem to remember that most of the Ost Guruth quests are very badly mis-levelled, especially considering Ost Guruth itself is "guarded" by spiders and wargs in the upper 20's. I'd highly recommend the dev team take a hard look at all of them, not just the ones that have been reported in this thread thus far.
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Re: Hidden by Fur and Snow
Quote:
Originally Posted by
SGWB
QUEST: Hidden by Fur and Snow
CATEGORY: Misty Mountains
JOURNAL LEVEL: 44
JOURNAL ICON: Solo
ACTUAL LEVEL: 44
ACTUAL ICON: Small Fellowship
REASONS:The bears near the High Crags are easy enough to find and kill, but the bears by the Giant Halls and near the Bruinen source are more problematic.
The Giant Halls area is very treacherous, being thickly populated by elite level 47+ giants. It is certainly possible to solo these bears, but it's far too easy to get into trouble alone.
The Bruinen source bears share a spawn cycle with elite Snowmantles leveled 38-40. As a well armed and armored captain at level 42, I could barely manage to solo the level 38 Snowmantle Matrons, but the Bulls were out of my league. This might be ok if there were quests to kill the Snowmantles and other fellowships went there to kill them, but there aren't any so the area just fills up with elite mobs that no one wants to fight.
I definitely second this. I was able to solo all the bears I needed in High Crags and Giant Halls (while dodging trolls and giants) at levels 39 and 40, however the real problem was the source bears. The bears in the other 2 areas are plentiful, but the source bears share spawns with lurkers (no big deal) and elite frost mantles (big deal)! This is the same problem that we have with the wargs in Kingsfell sharing with Aurochs. There's no way I can solo a frost-mantle. I think the quest should stay solo (we certainly need all the solo quests we can get at my level), but bears for a solo quest shouldn't share a spawn with elite mobs especially when they have no quests to kill them.
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Re: Reported Quest Difficulty Levels and Recommendations
The servers are down for maintenance, so I'm going to be wrong about this stuff, but I know you'll know which quest I'm talking about :)
QUEST: Chalices in Great Barrows
CHANGES: The chalices currently are one use only, so when more than 2 people need them, we have to reset the instance multiple times.
QUEST: Snapper Soup
CHANGES: Reduce meat requirement to 5 and add 5 frog's legs to help balance the spawn. Current spawn rates are insufficient considering the majority of the lake's west coastline is spawnless.
QUEST: Killing Tarburz
CHANGES: He's a good fight for 5 L15 chars or a solo L20-L22, but he's not an interesting fellowship kill at L20, especially given the distance you have to go to get to him. You could give him a couple of buddies in the area to kill (maybe one on each of the islands), or have him spawn some friends.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Tieros
QUEST: Killing Tarburz
CHANGES: He's a good fight for 5 L15 chars or a solo L20-L22, but he's not an interesting fellowship kill at L20, especially given the distance you have to go to get to him. You could give him a couple of buddies in the area to kill (maybe one on each of the islands), or have him spawn some friends.
It's a level 20 small fellowship quest. I think it's fine as it is, personally, although I agree that it being so out of the way is annoying.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Sever The White Hand
CATEGORY: Lone Lands
JOURNAL LEVEL: 21
JOURNAL ICON: Full Fellowship
ACTUAL LEVEL: 18
ACTUAL ICON: Full Fellowship.
REASONS:we managed to pull this off with a semi well put together group in the OB with 5 level 15s and a level 13. While it was a stretch to do then it was by no means impossible and there should be no reason a medicore level 18 group should have alot difficulty with it. I remember going back after open beta when we had gain a few levels and it was a walk in the park. at level 21 all mobs including the end boss con blue to you.
Seeing as it is the end of a chain though don't know what effect it would have on the other quests before it.
*Edit*
apparently the level of the guards and the final boss were changed since OB to more fit the level of the quest, if so disregard as i really haven't been out there again to check.
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Re: Reported Quest Difficulty Levels and Recommendations
Actually I would put sever the white hand as a small fellowship quest.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Unpaid Debt
CATEGORY: Bree-Land
JOURNAL LEVEL: 6
JOURNAL ICON: Solo
ACTUAL LEVEL: 7
ACTUAL ICON: Small fellowship
REASONS:I really don't think a level 6 can take the 3 mobs that spawn in this camp alone.
QUEST: Finding Admir
CATEGORY: Epic - Prologue
JOURNAL LEVEL: 6
JOURNAL ICON: Solo
ACTUAL LEVEL: 7
ACTUAL ICON: Small fellowship
REASONS:Same camp, same reason, although I guess you could just click on the item and run away...
QUEST: The Lodger's Ledger
CATEGORY: Bree-Land
JOURNAL LEVEL: 7
JOURNAL ICON: Solo
ACTUAL LEVEL: 7
ACTUAL ICON: Small fellowship
REASONS: Same deal, three mobs is tough for a level 7.
Maybe I'm just biased because my 8 lore-master can't solo any of those...
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Re: Reported Quest Difficulty Levels and Recommendations
AXE HEAD PATH QUESTS
Quest: Talk to Elladan
Category: Epic-Prologue
Journal Level: I believe it's 5
Journal Icon: Solo
Actual Level: 6 if LM or Minstrel, 5 for everyone else
Actual Icon: Small Fellowship
Reasons:
This is near the end of the Elven/Dwarven newbie area; you must speak with Elladan (I believe that is correct..either Elladan or Elrohir..one is in this quest, one is at Silverdeep Mines). The problem is that the NPC in question is in the bowels of a cavern system crawling with goblins, and it's full of dead ends (especially once you make the wrong turn), plus the path to him is full of goblins. Now, I don't mind fighting my way through, but this is in no way a soloable quest if you are not 1) a Dwarven anything or 2) Champ, Hunter or Guardian...the add-ons are just too many. (Burglar may be able to Sneak way around). Especially when you consider that most people are just learning their way around the game at this point. Then you must fight your way out once you've completed the quest.
QUEST: A Deadly Bloom
Category: Ered Luin
Journal Level: 4
Journal Icon: Solo
Actual Level: 4 or 5
Actual Icon: Small Fellowship
You are called upon to destroy 6 blossoms known as Skorgrim's Bloom in order to restore balance to the area.
See first description as to why.
I love Axe Head Path, but even with the low spawn rate (if you go in there alone), it's easy for a LM or Minstrel to get overpowered. IMO if you go up there with a squishy character, you need at least one other person with you. The cave demands a fellowship of at least 3. Not to be attempted with squishy characters under lvl 4...you just don't have the firepower.
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Re: Reported Quest Difficulty Levels and Recommendations
I totally agree about the difficulty of the introduction for elves and dwarves, compared to the Archet one. Nowhere in Archet do you have to fight 2 or 3 mobs at once like in that cave. Yes, the brigand ruins can be tough, but with careful planning you can avoid adds. It's impossible in the cave, and I can't believe I didn't die with my lore-master there.
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Re: Reported Quest Difficulty Levels and Recommendations
The Archet brigand runs are difficult but doable, solo or group. But they are optional (except for the one where you have to spy on them). You have no choice with Axe Head Path, it leads to your final instance. You can avoid the bloom quest, but you still have to go into those caves. I don't attempt it under lvl 6 with squishys; I did manage it with a lvl 5 dwarf solo.
I'm not saying make it easier..it's easy enough at the right level (and way easier than it was in Beta 1.0 :eek: ); just suggest the fellowship, that's all.
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Re: Reported Quest Difficulty Levels and Recommendations
You know - I've not had much trouble with those Archet or Axe Head Path quests. Sure, there's plenty of pitfalls and you can get yourself into a right mess if you're not careful, but I found them all soloable by pretty much any class, inc Minstrel and LM.
And it was not always the case that there were plenty of other players around either. I'm not saying you can't die there, because you can - but I'd still say solo tbh.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST:Dark Standards - collect 5 banners from the Hill Men camp NE of Aughair
CATEGORY: Angmar Quest
JOURNAL LEVEL: 43
JOURNAL ICON: Solo
ACTUAL LEVEL: 43
ACTUAL ICON: Full or Small Fellowship
REASONS: At first, I thought it was just me being a ****** hunter who can't handle a couple of blue mobs. But after I actually completed it with a lvl 45 Grd and lvl 45 Mins, and talking to them, we all agreed that short of a sneaky burg (and this still questionable), there's no way a solo lvl 43 can do this quest. Simply too many mobs around the 3 - 5th banners.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: The Blood-Price
CATEGORY: Angmar Quest
JOURNAL LEVEL: 44
JOURNAL ICON: Solo
ACTUAL LEVEL: 45
ACTUAL ICON: Small fellowship
REASONS: You have to fight through many mobs just to get to the boss, and clear mobs all around him. That part wasn't as hard for me being a burglar I was able to sneak through, but the boss himself is a signature level 45, which solo would be do-able, but he gets 2 lvl 45 adds, which makes it impossible at that stage. I was able to kill 1 add off before I had used my potions, heals, and all my stuns, and was at 300 morale.
EDIT: Looks like turbine fixed this in the evendim update :D.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Scaled Menace
CATEGORY: Angmar
JOURNAL LEVEL: 49
JOURNAL ICON: SOLO
ACTUAL LEVEL: 49
ACTUAL ICON: FELLOWSHIP
REASONS: Why do you think the Actual Level or Actual Icon should be as you've recommended?
~ The quest requires you to kill 10 drakes which are "... far to the east of Gabilshathur."
~ The drakes "far to the east of Gabilshathur" are ELITE FIRE-DRAKES, level 45-plus with approximately 9,000-plus Morale.
~ I doubt these are actually intended to be soloed.
:eek:
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Thief-taker's Bane
CATEGORY: Evendim
JOURNAL LEVEL: 38
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 40+
ACTUAL ICON: Fellowship or Raid (it can NOT currently be done as a raid)
REASONS: We're told that this quest is "working as intended" which seems unlikely. Considering that it consists of waves of level 37+ elites and non-elites attacking 3 groups of 3 rangers spread apart. The fellowship is told to split up to protect the rangers. All three groups of rangers are attacked at once, forcing the fellowship to split into 3 groups to protect the 3 ranger groups. That means 2 players for each of the three ranger groups. And each group is attacked by multiple waves of elites, and the rangers appear to be wearing tissue paper armor. It might, just barely, be possible for a fellowship consisting of 3 guardians and 3 minstrels of level 38 - the quest level - to do this, split into minstrel/guardian pairs. Otherwise the rangers drop like flies from the elites and the archers. Any more than 2 protectors and one of the ranger groups is going to go unprotected. And yet, it's working as intended? I challenge Turbine to prove this. Grab 6 devs. Make a standard mixed fellowship of reasonably equipped level 38 characters and finish this quest. Vid capture it. Prove it can be done at level 37. Were there even any level 38 fellowships on Roheryn to test this quest?
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Thief-Takers Bane
CATEGORY: Evendim
JOURNAL LEVEL: 38
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 38
ACTUAL ICON: Raid (unless fixed)
REASONS: Well I really think the quest just needs toned down period. The waves of enemies come way too fast, the rangers take damage too fast and it's just a broken sort of encounter. If it's to stay as is, this needs to be a raid quest so that you can have at least 1 healer and tank in each camp backed up by 3+ dps each.
QUEST: The Terrible Secret of the Salamanders
CATEGORY: Evendim
JOURNAL LEVEL: 36?
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 36
ACTUAL ICON: Small Fellowship
REASONS: This quest was incredibly easy for a full fellowship of the appropriate level. We killed both salamanders within seconds and were kind of wondering why it was labeled as a full fellowship quest. At 39 I could've almost soloed the salamanders as they were not even elite and only had 2.4k morale or so each. This requires 2-3 people max for it's level not a full 6.
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Re: Reported Quest Difficulty Levels and Recommendations
Scuse the lack of details, but I'm posting this from work and I can't remember the exact quest name.
It's from Oatbarton, you have to put a piece of elk meat on a stone to summon the Big Boss Wolf and kill him.
QUEST: Seee Above
CATEGORY: Esteldin
JOURNAL LEVEL: 28 (or less, I think, the quest was grey to me)
JOURNAL ICON: SOLO
ACTUAL LEVEL: 28
ACTUAL ICON: Small Fellowship
REASONS:
Attempted to solo this one as a lvl 35 Hunter, failed because of the adds respawning on top of me all the time. Ended up grouping with 30 LM and his CC stuff made it much easier. It probably would have been an adequate challenge if we'd been at the quest level.
The high hit rate and stuns of these new Esteldin mobs make things very difficult for soloing hunters if I'm not prepared for the adds. All I can say is thank god for the desperate flight instacast!
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Ulfbrandr
QUEST: Thief-taker's Bane
CATEGORY: Evendim
JOURNAL LEVEL: 38
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 40+
ACTUAL ICON: Fellowship or Raid (it can NOT currently be done as a raid)
REASONS: We're told that this quest is "working as intended" which seems unlikely. Considering that it consists of waves of level 37+ elites and non-elites attacking 3 groups of 3 rangers spread apart. The fellowship is told to split up to protect the rangers. All three groups of rangers are attacked at once, forcing the fellowship to split into 3 groups to protect the 3 ranger groups. That means 2 players for each of the three ranger groups. And each group is attacked by multiple waves of elites, and the rangers appear to be wearing tissue paper armor. It might, just barely, be possible for a fellowship consisting of 3 guardians and 3 minstrels of level 38 - the quest level - to do this, split into minstrel/guardian pairs. Otherwise the rangers drop like flies from the elites and the archers. Any more than 2 protectors and one of the ranger groups is going to go unprotected. And yet, it's working as intended? I challenge Turbine to prove this. Grab 6 devs. Make a standard mixed fellowship of reasonably equipped level 38 characters and finish this quest. Vid capture it. Prove it can be done at level 37. Were there even any level 38 fellowships on Roheryn to test this quest?
I definitely have to second this. I was thinking we could maybe do it with a party of 2 40+ guardians and 2 healers with 2 extra for DPS. Not sure how some classes would ever get into a party to do it though. I tried it with a mixed group ~ level 39 and we never could get past the 3rd wave before 3 rangers had died.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST:Treasure in the Ruins
CATEGORY: Evendim
JOURNAL LEVEL: 39
JOURNAL ICON: Solo
ACTUAL LEVEL: 39
ACTUAL ICON: Small Fellowship
REASONS: I've tried every which way possible levels 37-39 to solo this quest and have died AT LEAST 5 times and still can't get the last box. Respawn rate is to fast and there are to many mobs inside the last ruins and on top of that there are the 'invisible' men lurking around there that join in at the worst time. Theres no way to pull singles and no one can handle the 5+ mobs at once in that area. Even if respawn rate is turned down the player has to be able to handle 2-3 mobs(level 38-40) at once(mobs that like to stun a particularly long time I might add).
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Re: Reported Quest Difficulty Levels and Recommendations
You guys are usually very good with the quests, and most of the ones in Evendim are absolutely fabulous. There are two, however, that need to be addressed...
QUEST: Thief Taker's Bane (like, the fourth person to say this just in this category).
CATEGORY: Evendim
JOURNAL LEVEL: 38
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 40+
ACTUAL ICON: Fellowship or Raid (cannot be completed as raid atm). If it were changed to raid, the journal level could stay the same.
REASONS: I went with an excellent group a couple days ago: 38 and 40 hunter, 38 and 39 minstrel, 38 guardian, and 40 champion. With the level of the quest, we should have been able to complete it. We did it about half a dozen times, forming a strategy that involved us splitting into two groups, moving from camp to camp in an organized manner, and we got up to the elite wargs. However, the Rangers are too weak, the spawns are too strong and are too many, and/or they come too fast. It is simply not *possible* for a group of 6 that is 38-40. I'd say 43 or 44 be the level of the quest, change it to a raid, end it before the wargs, decrease the number of elites, or make the Rangers a lot stronger and able to hold their own at least a little- the Rangers are as green as new recruits. I hope that something is done with this quest, because I think it is a really interesting one :)
QUEST: Terrible Secret of the Salamanders
CATEGORY: Evendim
JOURNAL LEVEL: Somewhere from 37-39, I cannot quite recall and do not have the information with me atm.
JOURNAL ICON: Fellowship
ACTUAL LEVEL: Level is fine
ACTUAL ICON: Small fellowship.
REASONS: Had four hunters, a minstrel, and a guardian. Went in. Killed the sire in 5 seconds with a fellowship combo. Killed the dame in about 10 seconds. Minstrel did not have to lift a finger. Only a small fellowship is needed; if you made the quest level higher, it could be done solo, too. Very, very easy. If only every quest could be simple ;)
Thanks for your work, Turbine. Appreciate it. Can't wait to see what's done <3
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Maiden_of_Gondolin
QUEST:Treasure in the Ruins
CATEGORY: Evendim
JOURNAL LEVEL: 39
JOURNAL ICON: Solo
ACTUAL LEVEL: 39
ACTUAL ICON: Small Fellowship
I agree. I ended up doing it with two others to complete it; the mobs completely killed my 39 hunter when I tried it solo.
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Re: Reported Quest Difficulty Levels and Recommendations
Seconded on Thief Taker's Bane.
We had a group with an excellent and organised leader and we still couldn't do it. I'll try again with a 40+ only group later. I heard tell that it's not minstrels or guardians that you need.. it's raw DPS to drop the mobs quickly.
Actually I've been finding the Evendim quests a bit unbalanced, especially as a hunter. I tried the bounty on Andy about five times at level 37 (level 35 solo quest) and just kept wiping from adds. I even made sure to clear out the boggarts first!
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
mipearson
Seconded on Thief Taker's Bane.
We had a group with an excellent and organised leader and we still couldn't do it. I'll try again with a 40+ only group later. I heard tell that it's not minstrels or guardians that you need.. it's raw DPS to drop the mobs quickly.
Actually I've been finding the Evendim quests a bit unbalanced, especially as a hunter. I tried the bounty on Andy about five times at level 37 (level 35 solo quest) and just kept wiping from adds. I even made sure to clear out the boggarts first!
I did this in a group of players leveled 39 to 44. It took 2 tries and it was hard. We had 2 minstrels, 2 champions, a loremaster, and myself, a Captain. We split into 2 groups consisting of minstrel+champ+whatever. One group stayed exclusively at the fist camp. The second group bounced between camps 2 and 3.
Fortunately, two of us in the second group were able to use voice chat. We would keep watch at camps 2 and 3, call out when attacks came, and move accordingly. Otherwise, a fellowship would have to memorize the attack patterns.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: The Beast
CATEGORY: Angmar
JOURNAL LEVEL: 45
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 47
ACTUAL ICON: Fellowship
REASONS: This becomes a VERY harsh quest when all those elite crossbow-men pop right on top of you as you fight The Beast.
We did this the other night with a group of 40-44's. Having two captains, we got some 40 seconds of group invulnerability while we downed The Beast with the damage output of 2 hunters and 2 champions. We succeeded in completing the quest because it only required killing the beast. After that, the x-bowmen shredded us in about 30 seconds. In my opinion, at these levels, this group make-up is probably the only thing that could work to finish the quest. A minstrel would be at a huge disadvantage in this fight when the new, un-tanked mobs appeared. A Loremaster might be able to help, but because the fight is so chaotic and tightly grouped, it would be too easy for the group to break mez.
A group of actual 45's could probably do this quest and live, but it's difficulty doesn't fit in with the rest of the quest area. And unlike this quest, most fellowship quests allow for groups a few levels low to survive them.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
Seredic
QUEST: The Blood-Price
CATEGORY: Angmar Quest
JOURNAL LEVEL: 44
JOURNAL ICON: Solo
ACTUAL LEVEL: 45
ACTUAL ICON: Small fellowship
REASONS: You have to fight through many mobs just to get to the boss, and clear mobs all around him. That part wasn't as hard for me being a burglar I was able to sneak through, but the boss himself is a signature level 45, which solo would be do-able, but he gets 2 lvl 45 adds, which makes it impossible at that stage. I was able to kill 1 add off before I had used my potions, heals, and all my stuns, and was at 300 morale.
EDIT: Looks like turbine fixed this in the evendim update :D.
How was this fixed? I just tried it. There are like 20 mobs in the camp. I don't see how it is a solo quest.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
SGWB
I did this in a group of players leveled 39 to 44. It took 2 tries and it was hard. We had 2 minstrels, 2 champions, a loremaster, and myself, a Captain. We split into 2 groups consisting of minstrel+champ+whatever. One group stayed exclusively at the fist camp. The second group bounced between camps 2 and 3.
Fortunately, two of us in the second group were able to use voice chat. We would keep watch at camps 2 and 3, call out when attacks came, and move accordingly. Otherwise, a fellowship would have to memorize the attack patterns.
Yeah, it certainly seems doable with the right fellowship.
But finding balanced fellowships is hard, and most people group with PUGs, and nobody uses the ingame voice except in PvMP!
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Troublesome Goblins
CATEGORY: Epic Book V, Chapter 2
JOURNAL LEVEL: 43
JOURNAL ICON: Solo
ACTUAL LEVEL: 43
ACTUAL ICON: Small Fellowship
REASONS: Gurzmat is only a signature level, but he spawns two normals as soon as you attack him. It's also quite difficult just to get to him as a solo character of this level.
QUEST: The High Fortress
CATEGORY: Epic Book V, Chapter 3
JOURNAL LEVEL: 43
JOURNAL ICON: Solo
ACTUAL LEVEL: 43
ACTUAL ICON: Small Fellowship
REASONS: The vault is guarded by 3 NPCs in the back and two in the front. The rear 3, one is an elite and two are normals, one of which heals.
QUEST: The Last Ingot
CATEGORY: Misty Mountains
JOURNAL LEVEL: 45
JOURNAL ICON: Solo
ACTUAL LEVEL: 45
ACTUAL ICON: Small Fellowship
REASONS: Hjortur himself isn't that difficult being Signature level. The problems are that getting to him involves going through a very large number of elite giants and trolls, and that it's very hard to fight him without aggroing a frost giant that's very close to him.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
mipearson
Scuse the lack of details, but I'm posting this from work and I can't remember the exact quest name.
It's from Oatbarton, you have to put a piece of elk meat on a stone to summon the Big Boss Wolf and kill him.
QUEST: Seee Above
CATEGORY: Esteldin
JOURNAL LEVEL: 28 (or less, I think, the quest was grey to me)
JOURNAL ICON: SOLO
ACTUAL LEVEL: 28
ACTUAL ICON: Small Fellowship
REASONS:
Attempted to solo this one as a lvl 35 Hunter, failed because of the adds respawning on top of me all the time. Ended up grouping with 30 LM and his CC stuff made it much easier. It probably would have been an adequate challenge if we'd been at the quest level.
The high hit rate and stuns of these new Esteldin mobs make things very difficult for soloing hunters if I'm not prepared for the adds. All I can say is thank god for the desperate flight instacast!
This is setting the trap and I second that. I was barely able to do it with my 34 min but this is now way a lvl 27 solo quest. I was able to relatively clear the area(6 wolves), and they were already respawning. And Bonefang is a lvl 30 signature mob who spawns a couple adds. He is also able to agro other wolves around him. A solo lvl 27 would be obliterated.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Warmaster Uzorr
CATEGORY: Lone Lands
JOURNAL LEVEL: 20
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 20
ACTUAL ICON: Small Fellowship
REASONS: Getting to Uzorr isn't too hard for a solo player at level 20. You only have to take on 1/2 lower level (than 20) mobs. Once at Uzorr he spawns to other level 20s (if I recall correctly). This is the only tricky part in the quest and certainly two level 20s will be fine. I've solo'ed this with a level 22 champ and level 22 captain (admittedly both twinked with best crafted crit armor and taking food/potions as required) but there's no way it needs a fellowship to do.
QUEST: Haunted Forest
CATEGORY: Bree
JOURNAL LEVEL: 18
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 18
ACTUAL ICON: Small Fellowship
REASONS: Again as above getting to the tree is not hard for the solo player. There are only level 15-16 spiders to take out. The tree itself is not hard either for two 18s. Again I soloed it as a level 21 Capt by pulling the tree away from the roots.
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Re: Reported Quest Difficulty Levels and Recommendations
Quote:
Originally Posted by
mipearson
Scuse the lack of details, but I'm posting this from work and I can't remember the exact quest name.
It's from Oatbarton, you have to put a piece of elk meat on a stone to summon the Big Boss Wolf and kill him.
QUEST: Seee Above (Quest name = Set the Trap)
CATEGORY: Esteldin (Evendim)
OBJECTIVE: Set a trap to lure out and slay the named wolf, Bonefang
JOURNAL LEVEL: 28 (or less, I think, the quest was grey to me) (Level = 27)
JOURNAL ICON: SOLO
ACTUAL LEVEL: 28 (29)
ACTUAL ICON: Small Fellowship
REASONS:
Attempted to solo this one as a lvl 35 Hunter, failed because of the adds respawning on top of me all the time. Ended up grouping with 30 LM and his CC stuff made it much easier. It probably would have been an adequate challenge if we'd been at the quest level.
The high hit rate and stuns of these new Esteldin mobs make things very difficult for soloing hunters if I'm not prepared for the adds. All I can say is thank god for the desperate flight instacast!
Made a few edits to above.
Since this quest was labeled level 27 solo, I tried it as a level 28 hunter. Failed miserably. The rock upon which one must lay the meat (ie set the trap) is guarded by 4 wolves. They can be pulled 2 at a time. Not so bad. However, the aggro range in Evendim is much larger than it is in the rest of the world, thus while battling the 2 wolves, adds are almost an inevitability.
As a 28 hunter, even with all the tricks in my book, I was not able to clear the area well enough to Set the Trap.
Tried again as a level 31 hunter. This time I was able to clear the area successfully, set the trap and lure out Bonefang. Turns out Bonefang is a level 31 Signature with over 2000 morale. And he comes accompanied by 2 more normal wolves. And repops/roamers were beginning to prowl again. It was all just too much for me at 31 solo.
Quest is severely underconned when listed as a level 27 solo.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Well Prepared
CATEGORY: Lone Lands
JOURNAL LEVEL: 26
JOURNAL ICON: Solo
ACTUAL LEVEL: 26
ACTUAL ICON: Solo
REASONS: How about increasing the number of boars! The quest text says there are boars to the east Really? Where? I found one or two. Lots of Orcs, Gore-crows, and an occassional warg. I killed orcs and crows by the tons hoping to get a boar. Took me two hours to do this quest, I'm not exaggerating, and if other people are trying to do it too, forget it. To top it off they don't even drop the quest items every time. Please increase their numbers or spawn time.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Wards of the Gaurdain
CATEGORY: Evendim
JOURNAL LEVEL: Green to me at 42
JOURNAL ICON: Solo
ACTUAL LEVEL: 44ish or change to small fellowship
ACTUAL ICON: Solo
REASONS: To many mobs in that area. Repeatedly ganked by 2 or 3 or more mobs. Impossible to pull just one at a time. 2 I can handle. 3 or more is impossible. Most of the Gaurdain in that area are accompanied by at least one wolf spawn add to that an extra wolf or gaurdain and the quest becomes frustrating. The only way this is soloable is to wait for a group to pass through and leech off their work.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Gaurdain Artifacts
CATEGORY: Evendim
JOURNAL LEVEL: 37
JOURNAL ICON: Solo
ACTUAL LEVEL: 37
ACTUAL ICON: Fellowship
REASON: Mob density too great, and final objective deep in Guardain encampment surrounded by fairly tough mobs, with adds. Did this with a team of 4, including a L45 minstrel and it was still challenging.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: The Twisted Heart
CATEGORY: Evendim
JOURNAL LEVEL: 40
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 46-48
ACTUAL ICON: Fellowship
REASON: Extremely difficult quest with waves of elite troll mobs coming up without letup. Even if your members manage to survive, Longbough, your escort NPC, usually dies.
I've tried this one with different people from 40-45, even with a couple 50's in the group, and still haven't beaten it.