I have not had a chance to use the computer much over the past three weeks so I had not written about the level 60-80 part of Age of Conan. I will write it here together with the end game part.
Level 60-80
At level 60 to 70, again there are only two zones available for questing in. Aztel’s Approach in Cimmeria and Thunder River in Aquilonia. Aztel’s Approach is huge, with lots of quests and repeatable bounties for players as low as level 57 through to level 75. Snowy mountains with monsters, bandits, beautiful scenary and glorious Acheronian structures. There are many places to grind experience in the zone, and many quests as well. In contrast, Thunder River is severely lacking in quests and feel like a lost opportunity. The zone is beautiful and not too small, but there are too few content in the zone. A prison colony for Aquilonia surrounded by waterfalls and forest. Most of it is pedestrian, but it is topped off by a nice level 69 elite zone called the Prison Colony.
Level 70 to 80 has a painful zone called Kheshetta. We left Stygia behind at level 40 and it is only now that we find ourselves back there. Kheshetta has as much ganking as White Sands, quite simply because there are lots of level 80s walking around with nothing to do. There are quite a number of quests in Kheshetta and it has some intriguing mobs in the form of the Selkhetite Archers, four armed humanoid archers that draw their bowstrings with their feet. It is hard to explain, but they must be the most refined monster in the whole game, from design to their movement animations. If the rest of the game had this quality, it will kick every other game’s butt. I hope the designers of this monster still works at FunCom.
There are not enough quests in Kheshetta to bring you to level 80, so you will have to resort to grinding. There are two to three areas of grinding in the zone. One is the Cohorts of Set, which are level 74 to 76 worshippers of Set, the next is the famous Death Master’s Camp (DMC), where there are these bandits which respawn really fast for great grinding. The last place that many people ignore are the big cats in the corner. Cheetahs and Leopards. While they don’t drop much gear, they drop lots of Gnarled and Whorled Leather for armour crafting.
Kheshetta in Epic Mode is also a popular one for grinding “Tier 0″ armour and epics. In the southern part of the zone, there are many bosses from level 80 to 82, and in Epic mode, their loot is the best short of raid dungeons.
Level 80 and beyond
Let me start by describing what is available at endgame.
There are three “Tier 1″ dungeons for “Tier 1″ epic gear. Kylikki’s Crypt in Fields of the Dead, The Lair in Aztel’s Approach and Yahkmar’s Cave in Eiglophian Mountains.
Kylikki’s Crypt has two bosses, the Champion of the Honourguard and Kylikki herself. She seems to be a White Hand mummy and she has risen from the dead and ordering the Vanir to dig up Fields of the Dead.
This seems to be the easier of the three dungeons. Once raid groups figure out how to manage the trash mobs, they should be able to kill the Champion as well. Kylikki can be challenging because she spawns some minions that heal her.
Vistrix the dragon resides in The Lair. The trash mobs there are quite easy, all except the Chill Crawler Champions can be crowd controled. Vistrix has a massive AoE stun every minute, and after which he uses a fire breath that does massive damage. Some classes can do a quest to get a talisman called Vistrix’s Bane. This helps remove the stun from tanks and gives them added fire resistance. Every 25% of her health that she loses, a massive wave of minions are spawned. These minions can be crowd controled. Once a raid group gets a handle of the stun timing, it should be a manageable fight.
Yahkmar is a worm of the Dune variety. Currently the hardest if the Tier 1 bosses, so much so that many guilds are skipping him completely. He spawns a group of additional mobs every 20 seconds or so, overwelming most raid groups.
I have not done any “Tier 2″ dungeons so cannot say much about them. They are all wings of the Black Ring Citadel, which is in the middle of Kheshetta City. There are eight “Tier 2″ bosses, some are said to be easier than “Tier 1″ bosses. Currently “Tier 2″ gear seems to be recolours of “Tier 1″ gear with better stats.
Besides the raid dungeons, there are a number of endgame group dungeons. Aztel’s Fortress and Halls of Eternal Frost are in Aztel’s Approach. Scorpion’s Cave, Onyx Chamber and Caravan Bandit’s Hideout are in Kheshetta. They have multiple bosses and follow the trend of the group dungeons of lower level. Onyx Chambers is a public dungeon like Cistern and Main System, and suffer the same problems.
Besides PvE content, there is PvP content. Currently there are only two types of PvP minigames: Annihilation and Capture the Skull (Flag). There are three maps, one larger outdoor map, and two indoor maps with symetrical twists and turns. The other PvP content is the Battlekeep Sieges.
Lots of endgame stuff to do, right?
I believe that this is where Age of Conan is at its most disappointing, and as a result has lost a lot of their subscribers. They completely mishandled their endgame. Age of Conan endgame is unrefined in many ways and I hope to list them all here. The biggest complaint from players is that there are not much to do at level 80 and here is why.
About one month into the game, the guys at FunCom realised that some classes were powering through the levels too fast. They also realised that everyone was grinding their way through the level 70s too fast. This resulted in a few classes being nerfed, a few game mechanics being tweaked, and level 70+ mobs being buffed. The byproduct of which turned level 70-80 group dungeons into complete nightmares. The trash mobs are tough and tedious, which turned the group dungeons into three to five hour affairs.
If that was not discouraging enough, players started to realise that the level 80 group dungeons does not actually drop anything unique. Everything on the loot tables there, particularly the “Tier 0″ armour are also available in world bosses. So farming Elite bosses in Epic Mode Kheshetta was a much easier and faster way of getting “Tier 0″ drops.
Yes, there are a number of group dungeons, which might be fun if their trash mobs are moderated so that they do not take 5 hours to clear. On top of that FunCom needs to give the players a reason to raid these dungeons. Some drops must be unique to these dungeons as an incentive. I propose that all level 80 “Tier 0″ armour as well as level 80 flawless gems be only available through these dungeons.
Guilds are supposed to raid Kylikki and Yahkmar for their “Tier 1″ armour and then proceed to Vistrix for their “Tier 1″ weapons and to unlock the “Tier 2″ raid dungeons. But because of the imbalance of Yahkmar, almost everyone skips it. Getting a few piece of “Tier 1″ from Kylikki’s Crypt, they clear Vistrix for the “Tier 2″ unlocks and proceed to raiding “Tier 2″ as some of the bosses are easier.
FunCom needs to moderate the difficulty of the various dungeons, perhaps to add more variety to the trash mobs. The ironic thing is that the group dungeons are fun and have some variety and interesting mechanics, but the raid dungeons must be the most boring part of the game. They can be spiced up a little.
My main problem with endgame raiding and elite mobs is that only the Guardian is a viable tank for these situations. The Conqueror and Dark Templar fall far behind the Guardian for the purpose of tanking. The Guardian is superior in not one, but every single department when it comes to tanking. They have more hit points, they have faster hit point regeneration, they have higher invulnerabilities to all forms of physical and magical damage, and they have higher defence rating.
Conquerors and Dark Templars will not be selected for tanking while Guardians remain tanking on easy mode. This blackmails guilds to only raid when their Guardians are online. To make matters worse, Guardians tank much easier with a suit of armour dedicated to a particular damage type. This means that guilds have to wait for a specific Guardian to turn up for raids, or spend heaps making multiple sets of armour.
FunCom needs to break the monopoly of the Guardian for tanking and reduce the difference between the Soldier Classes. All Priest classes can heal equally well, all Rogue and Mage classes can dish out the damage, its just Soldier Classes that are not balanced. “Tier 1″ raid dungeon mobs and bosses should be moderated so that ungeared tanks can do their jobs. The reason why they go to raid dungeons is to get geared up.
Another issue is with Gemmed items. Players realised fast enough that the most worthwhile gems to put in their armour is a physical damage gem. Any class that can use physical damage weapons can effectively treble their DPS with a full suit of gemmed armour. This lead to physical damage classes one-shotting almost everyone else in PvP. The result had many people despairing about the state of PvP, and must have lead to quite a number of people dropping their subscription.
In the middle of this was an exploit that allowed gems to be duplicated. FunCom did not stop the duping for two weeks, destroying the gem economy. It finally sealed the exploit but did nothing to dupers or the duped gems. I know of other games who would be on top of such a situation within days, and would roll back the servers and be prepared to ban hundreds of players for duping. FunCom showed that it either does not have the means or the will to take such strong measures to protect the interest of their player base.
Of course, PvP against fully gemmed players was a brief affair. They take 2 seconds to kill you, while you need 10 seconds or more to kill them. If there was no incentive to play the PvP minigames before, there was even less now. World PvP also left a bad taste in many people’s mouths. All these might come to an end soon, as gems are being nerfed to the point of worthlessness as a temporary measure to ensure some semblence of balance before they introduce PvP experience points, levels, PvP gear and PvP Notoriety.
Arguably it is impossible to perfectly balance classes for PvP but with all the issues that FunCom has in their in-tray, they have barely started working on class balance. Hopefully with gems taken out of the picture, they can finally start working on class balance.
First, they allow victims of one-shotting to be marginalised by their inaction about gems and duping, then they will now marginalise those who benefited from gems and duping. I hope when all these issues are long forgotten, that their player base can grow again, but these memories are fresh, there will be a downward trend.
Currently the game is in the stage where people are quitting because their server populations are low. People usually start quitting when they dislike this or that aspect of the game. But when people quit because others are quitting, the domino effect of player loss can be quite serious. FunCom needs to stop the bleeding and fast. Buggy and exploitable Battle Keep Siege mechanics do not help. This is their centrepiece and it is not working.
My biggest worry is that FunCom has not shown that they have any masterplan for class balance for PvP or PvE. They have not demonstrated that they are in control of their game mechanics and are able to tweak them to balance the game. The temporary fix to gems is the case in point.
The only encouraging thing for me is that FunCom seems to be able to do low level content reasonably well. Leveling from 1 to 80 is quite enjoyable, and the low level dungeons are fun. As they slowly patch and improve their content up the levels, hopefully they would get to a point where they improve level 80 content.