Announcement - The Dark Delve and New Level Cap | The Legend of Mir

Announcement The Dark Delve and New Level Cap

Scorpian

Administrator
Staff member
Deep into the abyss they delved, mindlessly obsessed with rare minerals guarded beneath the desert.​





The Dark Delve​


In the scorching desert surrounding Naga Wall, the Duergar entomb themselves in sand and rock, fiercely defending their precious mineral ores. Beneath the blistering dunes, they carve suffocating labyrinths where heat and silence press like a curse upon the living. It is said they no longer sleep, but instead enter a waking trance, listening to the tremors of the dark veins below.

Traverse The Dark Delve to the underground Duergar Temple where the might of the Great Laduguer’s hammer reins supreme.



Release highlights:

✓ NEW:
High level content release The Dark Delve
✓ NEW: Simple and fun new monsters, sub-boss and main boss
✓ NEW: Player Achievements
✓ NEW: Item kits for level 210+
✓ NEW: Mineral Ore drops to sell for Gold



Also in the update:

Applied Diamond Skin tweaks for testing – player can walk but not run or cast skills, increased duration, and skill cast temporarily blinds (weaker) nearby monsters
Updated Epic Guild Hunts for mob strength, XP, drops etc in line with yearly revamps
Recalculations to item salvage costs, socketing costs, mythic socket costs with the aim to reduce overall cost (particularly for lower level items)
Increased Xorakar spawn rate slightly
Minor tweaks again to Helping Heroes such as the mob spawns (these are still player drop zones while we reconsider further changes)
Opening Helping Hero Vessels will give some Guild Gold to your Guild
Completing a Helping Hero quest will now trigger Hero status (from the Three Hero Quest)
Another small increase in XP to Riftshattered Mongchon and slight increase in drop rates
Expanded out more safe zone maps to various dungeons
Re-considered Guild Shield costs – the base price is higher but it then increases less per member
Increased chance of skills levelling to 4 from the Hellmouth sub bosses



New level cap and Heroes League​


Heroes League entry will start at level 205 and a new level cap of 215 will take effect.

Every level cap update helps to breathe new life into Arcadia through a lower barrier to entry for new players, and increased level gains for current players.

This update offers a great opportunity for new players and old, as effective XP rates increase and new challenges unfold.

✓ Heroes League
increase from 200 to level 205
✓ Level cap
increase from 210 to level 215
✓ Updated XP tables and drop rates for lower levels




Player feedback​


Let us know how you feel about this update by replying to the post on the forum. Was this cap raise too early? Have you not had long enough to enjoy the earlier dungeons? Is the new content too hard?

An extension to The Dark Delve will be released at the end of Q2. In the meantime, we will be working to finish some side content and challenges. Your opinion matters and can help focus our future release schedules.



Happy Hunting, Arcadians!

The post The Dark Delve and New Level Cap appeared first on The Legend of Mir.


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I'm not sure if the level cap was the issue for the majority of community, but that's something Gamemasters can judge better having the big picture of server and well done on working constantly to add more content.
Most of the above improvements show that you considering the community suggestions.
Maybe the Demon souls obtaining or spent inside GamePoint Areas should come in your aware a bit (personaly the DS we spent and not replaced from the champs/blues we kill in those areas, discourage me to go there). The spend/gain way used in the elysium dungeons (you gain DS for special mobs) sounds more fair to apply in GP areas.
I still think Helping Hero mini Quest should be non drop zone or at least to have a chance, during the remaining time to re-enter room if you died to have a chance to get back your, possible, death drops, because sometimes you lag out and cant use revive scrolls.
Thats me so far going ingame to check if new things applied...
 
Be nice to see a new level 200+ BDP style cave . Something a bit new . Presuming the 210 kit will be on par with Elysian . Will probably have some kind of element to resist the new mobs like before ?So nothing really exciting to revive the market . I think Arcadian kit seemed a bit disappointing too seeing as a lot of players have made their kit it's not really exciting enough to transition over to it . I think something needs to be done about the market and get items back into the game that actually get players buying and spending GG again .
 
This is a really solid update — the work behind the balance changes and new content really shows, and it makes the game feel fresh again. Really appreciate the effort from the team.

It’s just a personal opinion, but Witherbonearm not being grey anymore makes it feel less special.

Also, when possible, I’d appreciate someone taking a look at my “Ask an Admin” post — it’s about an older, unrelated issue.

Thanks again for the great update!
 
Helping hero still impossible. Specially with this stupid mob lvl+2. Completely takes any fun away from the game. Gotta stop giving with one hand and taking with the other. That stripper girlfriend who don’t put out again.
 
After having a little play around and dabbling in a bit of leveling once again - I found the new cave actually really nice . The KR is great if it's not got other players in there . Would be nice to see more maps like this . Killed a few of the new bosses and not seen any drops yet .

Mongchon riftshaft -

After returning back here after its release have noticed the GMs improvements more mobs more supers as promised . Only snags that I think need doing -is there any need for so many 190 mobs in there ? I mean it is a 200+ map so half the mobs there are not really giving xp to players over 203-205 . Also theres 3-4 types of mage mobs in there . Seems a bit much at times . Overall nice improvements though
 
After having a little play around and dabbling in a bit of leveling once again - I found the new cave actually really nice . The KR is great if it's not got other players in there . Would be nice to see more maps like this . Killed a few of the new bosses and not seen any drops yet .

Mongchon riftshaft -

After returning back here after its release have noticed the GMs improvements more mobs more supers as promised . Only snags that I think need doing -is there any need for so many 190 mobs in there ? I mean it is a 200+ map so half the mobs there are not really giving xp to players over 203-205 . Also theres 3-4 types of mage mobs in there . Seems a bit much at times . Overall nice improvements though
It’s a 195 cave. The 200 cave is after eldrics maze
 
Overall a very welcome update.

Hellmouth skill update and Library updates were highly technical challenging updates. I loved these.

Orc has been manly about boss and server boss implementation for high gear.

The Dark Delce is a new cave which is a fast paced, high lvling area. “Rare” drops are not really the MO here in my eyes. It’s high cash and high exp reward. Great for large guild hunts to provide a huge exp boost. It’s not an expansive or highly technical area like library (very clever). It’s super fast paced, fast res and difficult to solo encouraging group hunts.

The level cap boost isn’t about the lvl 206-210 players imo. It provides a boost to those 180-205 where exp tables have moved and exp is now much easier to obtain. You’ll see the gap between 200-205 close much quicker than a lvl move from 209-210 for example.

So yeah injects cash, moves the player base up the levels and gives guilds a place to hunt together again. All positive in my eyes


In terms of future dev… couple of ideas.

1. lvl 5 skill quest. Give each class 3 or 5 skills perhaps that are capable of moving up to lvl 5. But players must only choose 1. The implement a hero’s quest style quest to complete to obtain this. It will differentiate players. Some may choose Plague, some may choose thousand sword, or shield. Make the lvl 5 boost tangible so worth doing the very hard quest.

If players want to remove this and redo the quest. Make it an expensive gg item (that is in drop files). Maybe like 1000gg to discourage constant swapping. I like the idea of the jeapordy of chosing and sticking with it.

2. New BDP style map for 190+. Pretty simple - these don’t get used anymore because it’s 3 hours of work for essentially a couple of Elysian ores and zero exp. No need to get rid of the current ones for lower levels to complete but deseperstly need a harder cave.

3. Battlegrounds or team battle royale style map would be fun. We need pvp back in the game and some reward for it to happen. I’m a “nice guy” in game - but pvp is vital.

4. I haven’t tried epic since update - but these needed work. Once your lvl 200 - they just became a chore. Exp was bad, drops were bad and you did it purely to help the guilds lower levels. So will reserve judgment - but yeah some new maps and maybe if it’s possible the game takes the average level in the group to decide mob lvl / exp tables? Hard to implement but scalable then, and won’t need revisiting in weeks and months to come.

5. Arcadian gear needs a big upgrade. Make it harder to obtain too. Lots dropping at the moment but it’s just a glorified Elysian item tbh. Needs some base elemental damage % on every item or something… or even a new stat (again hard to implement) but it’s underwhelming. We’ve not seen upgraded items yet and maybe … hopefully what’s waiting for us there is worth it. If so I take this back and provides the reward once you get there. But base level is poor (as are the designs). Crossing my fingers here that upgrade 1 fixes all.

6. Arena update. This is one of the most fun but most irritating elements. Such a good idea and I missed this at the “appropriate level” when taking a couple of years break. Now it’s just a chore to get the chance of a castle. We need Arena 2.0

This would skip most of the low ended bosses, some stay as important to build kit early on. Mix it up with boss then 100/200 normal mob spawn (with good exp) on the platforms to clear then next boss etc … there are so many bosses in game that can be implemented.

Maybe there’s a tiered cash reward for guild also rather than just the castle. A boost of 20-30mill to help pay for guild perks would be a nice add. Makes it worth everyone’s Sunday evening!


Again, lots of positives but these are just a few ideas to get player base back.
 
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