Class Feedback: Spellblade Feels Helpless Without Mana or CC Support
Running without a CC class exposed a real problem: Spellblade felt completely helpless once mana hit zero. The only thing left to press was Detonate — described as a “lame aura” tied to the global cooldown, dealing around 400 damage — while Wizards in the same group were hitting for roughly 2,000 per cast
Suggested fix: Spellblade should get a mana regeneration self-buff comparable to Wizard’s Sorcerous Mind (which grants Mana Regeneration, Casting Speed, and see-invisible utility).
On top of that, Spellblade needs one direct-damage spell that can actually compete with Wizard’s big hits — something like a Mana Burn ability that consumes your full mana pool (e.g., 1,400 mana) for a large hit, roughly 2.8x normal damage on a crit, would feel reasonable
Rothold Dungeon Feedback (Full Report)
Entrance & Approach
The cramped, two-way entrance zone creates immediate spatial tension right at the dungeon's threshold. Having two paths converge in a tight space forces groups to make early positioning decisions and sets a claustrophobic tone before the journey even starts. It's reminiscent of Karnor's Castle's entrance from classic EverQuest — the kind of spot where everyone chills, buffs up, and chats, right before someone inevitably eats a train and wipes the staging area. That nostalgia is exactly the right feeling for an old-school dungeon crawl.
Mob Density & Aggro
Mob density feels right — dense enough to keep pressure on, sparse enough to allow careful pulling. There's some buggy aggro here and there, but honestly it's grown charming after all these years of this genre. This is what long-time genre veterans want: a dungeon that punishes carelessness and rewards good exp and genuine fun for groups that can actually survive it.
Main Hall / Vampire Crypt Design
The main hall inside the vampire crypt complements the entrance well — it opens up after the tight entry corridor and staircase, and that contrast between cramped entry and larger central hall gives the dungeon strong pacing and a real sense of scale progression. It's a textbook example of good dungeon flow: constrict, then release. It makes the main hall feel like a genuine set-piece, not just another room. Confirmed lore-wise, Rothold does house vampire-themed named mobs — "A Valtheris bloodlord" is documented as spawning here, matching the Blood Lord encountered during our run.
Key Drop Rate
The key drop rate feels fine as-is — please don't change it. Hard to get, but not impossible, is exactly the right balance for gating deeper access without making it feel like a lottery.
no comment on mob item / coin drop since its clear in the works
We went in as a group of six level-41, non-twinked characters — a Spellblade and a Fighter among them — with zero CC support, camping the staircase and the corner just past it. We ended up engaging both a Blood Lord and the Vampire Prince simultaneously, clearly biting off more than we could chew.
2 down and I am ready to accept my fate to perish in the darkest corner of a vampire infested dungeon in my vampire slaying mission
out of nowhere, a 16-player raid party arrived and bailed us out. That's the beauty of a non-instanced, persistent game world — help can come from anywhere, and encounters bleed into each other in a way instanced content never allows.
We did kill the Vampire Prince and got a tank-oriented belt drop (+17 AC, +4 STR I was too lazy to screen cap tho
Suggestion: Hidden Access & Raid Content
Given the constrict-then-release pacing of the entrance and main hall, it'd be great to eventually see hidden or extra access points — the numerous coffins scattered around the crypt seem like a natural fit — leading into deeper raid content. And narratively: if there's a Vampire Prince, there should eventually be a Vampire King......? can't wait ////
can't wait for the faction / quest implementation