Impressions after playing the new Urendale content

MikeB

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Now that I finally finished all the available new content, it's time for some general feedback.

I played with my existing 4+2 party, starting with 24 hrs playing time from the previous content, now counting 44 hrs. So it took me exactly 20 hrs to explore every corner and finish (almost) every quest in the Urendale region. My permanent party members hit the XP cap of 17000 a few fights before that (no grinding involved), so the cap might still be increased a little bit (18000 would have been perfect for me).

The general atmosphere was great. The Medrin looks beautiful during the day and really scary at night. I explored mostly in daylight, because in this game darkness is really dark (not just gray tones like in many other games). The overall exploration experience and quest progress felt well-paced. There was still a lot of running involved, but it was less annoying than before due to the removal of the exhaustion feature. Also the conduits were well placed and it definitely helps that Urendale is situated more central in its region than Port Caleb.

The difficulty of the fights (on Old School) felt well-balanced (challenging, but not unfair), with two exceptions:
The Mycora are cute but too harmless for my taste. They are quite slow and their attack is rather weak. Even the standard beetle fights were more challenging. Maybe giving the standard Mycora (not just the elder ones) some special on-hit ability would make it more interesting.
The Yaksa are quite the opposite. Every fight with 5 or 6 of them was a pain for me. While I could manage all boss fights (including the epic beetle fight) with at most one reload, these Yaksa fights usually involved a lot of tries until I got lucky with the resist roles. They usually poisoned my group faster than I could purify (although I wore every Vitality improving equiment I could find).
This would have been ok if it was just for one or two fights, but since they are omnipresent in the forest I really started to hate them. Their difficulty was one notch above everything else in this region for me. Maybe this is intended, maybe not. Maybe it's just the composition of my group which made it so difficult. But if I had a free wish, I would invest it into decreasing their attacks per turn from 3 to 2.

The new equipment I could find gave a slight improvement here and there, nothing spectacular. Only the plate armor from the smith made a real difference. I bought it all at once to boost my bodyguard to armor value 14 and this raised tanking to a new level. Would have been nice if one or two plate pieces could also be found as loot, but maybe this is reserved for the missing content in the forest and fortress.

I was impressed how you managed to include nearly every type of skill check at least once into the dialogs. It gave me the feeling that every skill indeed has some relevance. It also means that (to get the most out of a single playthrough) one has to carefully plan party composition with regards to skill distribution, taking also into account the available skills of companions. This brings me to another wish: It would be nice if we get one free skill reset for every companion, making it easier to adjust them to the needs of the party. Marietta's initial skill distribution is one example where most players would probably prefer something more focused.
 

BattleLord

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I agree with most of your feedback, although I do think Yaksa are supposed to be this challenging.
Just like Geldryn in the port Galeb area, they feel like the type of enemies that you really have to prepare for, as they are fighters that are matched equally with your party.
They are mainly present in the upper forest, and it helps to make a the distinction between the weaker lower forest, with mainly just wild animals that you can take on at level 3-4, and the strong upper forest which is balanced around a level 4-5 party.

So I'm not sure that Yaksa really need to be nerfed, I was able to beat them (in their Harrit fights) with 2 completely different parties on Cruel that were just level 4.
the Yaksa are not impossible to defeat if you prepare well for them and got a good party composition.
Certainly having their attacks decrease from 3 to 2 would make them rather weak, so I'm not a big fan of that idea.

If I would suggest a rebalance for Yaska, it would be to decrease the poison that they give each attack from 3 to 2.
This would still allow them to deal 3 powerful attacks, but also limits the amount of poison that a single Yaksa can inflict in a turn from 9 to 6.

I fully agree that Mycora are weak though.
Their elders are well balanced, as they are tanky and have paralysis, but the normal ones just lack too much of a punch.
Increasing the damage that the standard Mycora deal should solve that problem.
 
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MikeB

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So I'm not sure that Yaksa really need to be nerfed, I was able to beat them (in their Harrit fights) with 2 completely different parties on Cruel that were just level 4.
the Yaksa are not impossible to defeat if you prepare well for them and got a good party composition.
Certainly having their attacks decrease from 3 to 2 would make them rather weak, so I'm not a big fan of that idea.
You're probably right and my party is simply not ideal for this kind of enemy. I think I would have had a less frustrating time if I had Halrick in my party earlier. But I expected the fortress to be the most difficult area of the new content and waited until everything else was done. Now I have him in my party (instead of the Captain) with no battles left. Next time I will certainly do it the other way around and get him before dealing with all the Yaksa.
 

DavidBVal

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Thanks for the feedback, I am glad you enjoyed!

Regarding Yaksa, I made poison a bit easier to deal with in recent updates, but given their fast attacks, it might make sense to give them poison(2) rather than poison(3). I'll give it some more thought.

Also, keep in mind more areas are coming and quests can be done in any order... it might be very possible that people visit Narthis or Phadabar before dealing with the Upper Forest, or even be level 6+. It's a situation similar to the Lantern fight in the Devil's horn, made harder because of the EA limitations.

What about Druants and Trolls, weren't they hard?

Brem's fight is supposed to be very hard, but the AI bug makes it much easier. Already working on it.
 

BattleLord

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Druants aren't too difficult on their own, they are mainly strong because of the Yaksa support that they are often seen with.
They have giant health pool, making them take a while to take out, but once you take out the support, it's easy enough to deal with them.
The solo druant fight I just did earlier with a weakened party on cruel, and at no point was I worried that I would lose.

On the other hand, trolls are quite a strong solo threat, but I already knew that from the one in the Redaxe tomb that was released earlier.
The big difference which makes trolls stronger solo is their acid blood, making them deal damage to enemies attacking them and their need to be taken out by a specific elemental type.
Which means that when encountering trolls, I am a lot more careful about when to pick fights with them, as they can cause some serious damage to my party if I'm not careful.

Still, in both cases, if you encounter them you are outnumbering them 6 to 1, which usually means that you still have the upper hand.
 

MikeB

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Also, keep in mind more areas are coming and quests can be done in any order... it might be very possible that people visit Narthis or Phadabar before dealing with the Upper Forest, or even be level 6+. It's a situation similar to the Lantern fight in the Devil's horn, made harder because of the EA limitations.
Good point, I tend to forget about that due to the linear area by area playstyle of the EA.

What about Druants and Trolls, weren't they hard?
Firebolt ... Firebolt ... Firebolt
That and keeping the trolls at a distance with Ensnaring Tendrils or similar spells.
 

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