The Keyper is a horribly designed event


#5

what are y’all talking about

anyway, i like the Keyper. It’s a new event, cool phases, but i only tested it with a puri Priest.

The only thing i hate in the keyper are the towers. THE TOWERS ! There’s more chance to be popped by towers than by the keyper. And they drops nothing ! Not even a stat pot, a shard,… a keychain ? Something that actually pushes us to destroy them


#6

The largest of the minions can drop a stat pot, at a much higher rate than gods it seems like.


#7

If people actually clear them, instead of just rushing the Towers, what usually happens beecause they’re a pain to clear…


#8

Maybe it pushes you because you want to fight the keyper?


#9

Yes, but no worries. The Keyper is the main attraction, so killing them quickly is the priority. I’ve mostly seen pots when doing them alone, in a quiet or empty realm so picking off minions does not take too long.


#10

I think the sporadic movement is alright, but just he moves away from his initial location way too much and enemies that run away like this shouldnt exist imo. If they add sporadic / rapid moving enemies they should only move within a certain area/proximity. I think the sword he drops is alright as it gives a vit buff which is unique to swords and could be used purely as a vit swapout, but you are right I feel that it is more a lackluster bonus / item either way.

The enemies designed at the towers I feel are not really dodgable as they just stack a ton of bullets from multiple enemies (and they all do a lot of dmg aswell) is a poor way to design an enemy but I might just not have noticed a pattern of some sort to know if there is something to it. And the Keyper moving away while shooting the white projectiles is too hard to see with all the players covering the bullets as they pierce through. I agree it is poorly designed but it was a cool concept imo.

I also feel that the dungeons are made more for discords / thought out groups of players rather than a public closing realm group of players. The dungeons it should drop I feel should be more like mid tier stuff like manor / mad lab / davys etc rather than end game stuff as they take very long times to complete otherwise. the only one that i feel is sorta bad for this is halls. thicket / lod / shatters are fine the others i feel take a long time with a public group (nest/halls)


#11

The keypers phases are easy as fuck to get SB in. The only problem I have is the loot pool. If it were up to me, I would remove Jugg and Ogmur from the loot pool to keep its prized status, as well as make the fucker drop something at all. Make it easier to hit as a melee, rotate dungeons (and good ones) like Reef, and all the other Janus portals.


#12

Dude you’re just mad because you died to the crystal lmao. Judging by how many people do the event i would say it’s very well received and many people including myself are very happy with the loot.


#13

Nooooo ! Some of us don’t do Discord, so welcome the chance to do these dungeons in a semi-organised way. Thicket in particular I’ve hardly ever done before; got an ST armour + ST ring during this event.

No point doing lower level dungeons you can easily do in godlands. Shaitans, Encore + Reef should be in the mix next time, as other hard to do/rarely done dungeons. Other event dungeons like MT, Davys maybe. Even special dungeons like Ice Tomb, Mad God Mayhem with a low drop chance.


#14

There’s so many problems that it’s difficult to know where to start.

Towers

The towers were horrible. I basically couldn’t get near enough to do any damage, or even to see the tower itself. I usually ended up standing kinda nearby and waiting for those with a deathwish/hacks/divine pet to TP and take it down. Please, stop designing so tough content, it merely drives players to leech and/or hack.

Length

Making the entire thing take so long to fight and placing the second one at the end of a realm led to the unedifying sight of experienced (usually) players screeching at new (usually) players: “don’t kill lich you [redacted]”. It also gave a green light for organised groups and/or notifiers to wait out the TP cooldown, instead of the event rewarding those who had worked to spawn it. Please, stop designing events that take so long to complete (hello Dwarf Miner). It overly rewards leeching/notifying.

Rare UTs

Having the keysword be some rare item wasn’t fun (~250 it took me to get one). A fun thing would’ve been to hand it out to most everyone, for us all to spend the weekend running around shooting keys like loons. But making it low % simply pushes players into notifier use, which isn’t good. Scroogy drop rates aren’t fun.

I got one Tablet in those ~250 so it was hardly throwing out other UTs. I hesitate to say that’s good or bad, as I think the whole event UT thing needs rethinking but that’s for another topic. Fair to say it wasn’t broken.

Portals

The spam of portals felt bizarre, for it to throw out for example four Nests - what’s the point. One of each perhaps would’ve been better (like Craig/Court does) as people seemed disappointed when there was no Thicket. Maybe I’m non-typical here but I prefer dungeons from the bosses anyway, and hardly joined any, wanting to focus on the keysword farming.

Improved vs first Keyper

One positive was the improvements vs the first Keyper event, as Keyper boss v2.0 was a bit more enjoyable to fight, though agree with OP the confuse is nasty, and the quiet spam (instead of silence) is as always overly harsh to lower pet players. The new shard tokens, to reassure that you have done sb dmg, and work towards the keyring UT, was the saviour of the event, I would have ignored it completely had this not existed. But please get these obvious things in from the start when designing future events.


#15

good point, didn’t think about that. I guess it is fine how it is - i was trying to think of more rare dungeons that are mid level / high level but dont take a ton of time - like what you listed with the mt idea but yeah mad lab shouldnt be on there but i think manor / davys / reef / encore / lod / shatters / shatain / ice cave (rare and mid level but probably wouldnt be wanted) could be better ideas imo but like you said not everyone uses discord for the end game dungeons so it isn’t so bad as it is. the problem is more so the enemy design anyways i feel


#16

i dont think anyone is really necessarily mad here, people are just throwing out opinions on the event lol and saying that the person is mad just because you like the event and claim that “many people” think the event is fine how it is without any actual proof besides yourself as a vote is kinda dumb imo lol


#17

Yeah I regretted making my post afterwards but i just want it to be heard that not everyone dislikes the event. At the very least there isn’t massive outcry like there is for dwarf miner.


#18

You sound really salty


#19

It really boils down to:
Did you get a white?
If yes:
OMG this is amazing!
If no:
Ugh I wasted my time.

Now, as for my actual opinion:
The keyper should’ve dropped pots himself. It’s really frustrating to get nothing (first times) or just a shard for an arguably pretty bad ring.
Honestly, the cutlass itself should have been a vanity item that dropped at a rather high rate.


#20

A bit off-topic, but this is kind of really sad. The core gameplay loop of RotMG has been basically tossed out the window, and it’s not that this quote is incorrect because that is an accurate reflection of the game at the moment. So many things need to be addressed, and Keyper is just one of them.

I agree very much with the tester quote in the OP. All those points are valid and should have been addressed, and the fact that none of what was brought up was really addressed is incredibly disheartening.
This seems to unfortunately be a common pattern, from an outsider’s perspective (HUDL, anyone?), and while I understand that it seems like you need to push out new content at record pace to keep the community occupied (for example, in this case they wanted to make non-chest events due to backlash), IMO this seems like self-generated pressure that is not an accurate reflection of the playerbase. I think the original release of HUDL should have been a detailed lesson on why rushing content that no one is really chomping at the bit to get right this second is not very epic. There was closed tester backlash, there was public tester backlash, and unsurprisingly there was prod playerbase backlash.
Addressing the tester concerns more thoroughly would have prevented a lot of problems, and as we can see here the concerns our anonymous tester brought up regarding the Keyper turned out to be legitimate concerns in prod that negatively affect the Keyper idea! Who knew?


#21

I died to 1 minion lmao, I was circling the tower and clean the minion one by one and suddenly that yellow bat stand on top of me resulting me get insta’d. Still salty for tail, fungal spell, and crown.

Also I hate the fact that I can’t solo keyper with melee or maybe I’m just bad.


#22

I didn’t do any on main melee chars, but did some on no-pet maxed chars to see how it played. I found standard sword was really tough to get dmg in, but Csword made things alright. Reminded me of old Feargus in this regard. Perversely on melee the bigger groups where it died really fast were the toughest to get sb in time. In a small/solo the movement was more predictable and a kite/circle was possible, in the big groups it was really only the second phase where going in at the gap was the tactic, third stage sometimes was okay when stunned/surrounded but often he got dragged away. I only tried full solos/duos on range so can only imagine how long it would take (me) on melee.


#23

dblade

But yeah my only bone to pick is that Ican't figure out whenthat second phase starts (where you have to circle him and he spews out ten million keys) That phase is kinda RNG for me, if Iget a bad rotation I just have to stay out for the whole thing.


#24

Bumpin’ this post, because there’s a new keyper now !