Edit: You know what, Shippo is right, lets not waste time and turn this into a unnessecary ultimate hate thread again.
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What I dislike about Crimsonwood Keep II
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2009-03-06, 02:01 PM
Beyond if you like or not the way the CWK PQ does or doesn't make sense
you gotta admit the principal thing we don't like about the PQ is the freaking glitchs ![]() Firebrands, bigfoot, wolfspiders, none of them were fixed. Bigfoot just makes it very hard to go through FP. The pendant, the storyline and the maps are things we can live with, but the not the fking glitches
2009-03-06, 02:04 PM
Yes, This isn't about mages, it's about Crimsonwood. Keep it on topic.
In that regard, I would advise you to read what Jack says inside the PQ itself (He does say a lot, but since the time limits are so short you don't really get a chance to read it all. I SSed it and read it later.) It still doesn't explain a whole lot, but it does help.
Spoiler
For some reason i'm under the impression that they lowered the forcefield in preparation for the invasion which occurred yesterday.On the other hand, I was pretty disappointed in the fact that there's only one quest this time, and it's glitched to boot.
2009-03-06, 03:17 PM
If I read my Crimsonwood Keystone right, it says it's a key to the Inner Sanctum. The map where people form the squad to PQ is called something like Hall [SIZE="2"]To[/SIZE] Inner Sanctum? Something like that. We had a few people who couldn't enter the PQ because they had no Keystone. The courtyard is just a portal with no gate, but for some reason when you're inside there IS a door with the barrier from the portal you just entered. That part is a bit confusing, but I see its use. The only use I saw for this was thieves/brawlers from Lv5x-7x using Dark Sight/Barrel to get past the Crimson Guards and training on the Windraider Only map. As for the NPC door that takes you to the PQ area that has the barrier, again it's not the Inner Sanctum itself, so I had no problem with it. Maybe they just added the barrier to other doors to set the mood.
Explorer : Oooh a big red electric glowy door. :f6: This place must have some evil dudes in here. ![]() As for Jack being in his cave and in the Keep at the same time, I thought it was because he used his escape route to get back in. I think he said it wasn't big enough to sneak in an entire army, so it doesn't rule out that it was still big enough to get just Jack in? I dunno. >.> NXProse could probably clear this up.
2009-03-06, 04:03 PM
DrRusty Wrote:I'm kinda glad it's glitched. Keep the pends from becoming hella deflated. I mean cmon...... it'll end up being like S> 10 atk pendant for 50m. Just like fking zak helms. That's just stupid. They shoulda raised the bosses damage a bit, like 3-4k normal dmg, and 6k with the atk up. You're glad it's glitched so people can't do the PQ anymore and those who got Pendants can feel LEET about themselves because others can't get them? It's inevitable that the Pendants will end up cheap/being sold commonly. The glitch is just keeping people from doing the PQ at all... lol Besides the retarded glitch, I'm quite disappointed with how they set up CWK, too. It doesn't even feel like you're entering a legendary stronghold from that dumb courtyard. The heck was the point of the Keystone? Why the lack of new quests? There should have been several new ones inside the Keep. But oh well. The PQ will be fun once they get it fixed. I guess that's all that matters. I like the new Pendant, weapons and bonus room prizes.
2009-03-06, 04:14 PM
(This post was last modified: 2009-03-06, 06:36 PM by Combattente.)
Outland Wrote:If I read my Crimsonwood Keystone right, it says it's a key to the Inner Sanctum. The map where people form the squad to PQ is called something like Hall [SIZE="2"]To[/SIZE] Inner Sanctum? Something like that. We had a few people who couldn't enter the PQ because they had no Keystone. The courtyard is just a portal with no gate, but for some reason when you're inside there IS a door with the barrier from the portal you just entered. That part is a bit confusing, but I see its use. The only use I saw for this was thieves/brawlers from Lv5x-7x using Dark Sight/Barrel to get past the Crimson Guards and training on the Windraider Only map. As for the NPC door that takes you to the PQ area that has the barrier, again it's not the Inner Sanctum itself, so I had no problem with it. Maybe they just added the barrier to other doors to set the mood. Yeah, NxProse should also clear up the fact of Jack being in the cave and inside the Keep. Also, can you tell me a reason because the Twisted Grandmasters appear again after you defeat them? I mean, you can do the PQ many times and fight the same grandmasters every time.. do they revive or what? Maybe there are other copies of the Grandmasters that come from Versal when the other Grandmasters are defeated? Naw, that's stupid. Heh, nonsense FTW?
2009-03-06, 08:13 PM
Naricain resurrects his lackies, just like any boss before the final boss in a Mega Man game.
2009-03-06, 08:20 PM
Dont forget their brilliant inclusion of pirates into the storyline. Hey guess what guys there was a 5th Grand Master who kinda just appeared one day, then kinda just went away again. A truly seem less inclusion.
2009-03-06, 08:26 PM
Kirov Wrote:Don’t forget their brilliant inclusion of pirates into the storyline. “Hey guess what guys there was a 5th Grand Master who kinda just appeared one day, then kinda just went away again.” A truly seem less inclusion. That'd make a good explanation. LeonXIII Wrote:Naricain resurrects his lackies, just like any boss before the final boss in a Mega Man game. Yeah, NxProse said there's an obvious explanation of why there's a Pirate Grandmaster, too. He said that maybe Pirates weren't called like that many time ago.. Still, I don't get it. The statue name in the Courtyard says "Master Pirate". NxProse, if you're reading this, we want some explanations!
2009-03-06, 09:15 PM
hmm
Maybe the answer is in the text with all the NPC's of the PQ.. or something that would appear in the future expansions..
2009-03-06, 10:27 PM
To add on to your list... the portal into the keep from the courtyard is just a random portal in space, there's no door or anything. Also, it's weird how all the keystone quests are level 70, while you can't even enter the pq until you're level 90. They should up the quests to 90 anyways, it's very difficult for a level 70 to kill 75 nightshadows in the first place.
2009-03-07, 12:40 AM
That "Steel fist Jack" guy was not a grandmaster. What he meant by that is how pirates would be included in the Twisted Masters. I mean, thief Claws already used for punching when too close, it's not a huge jump to adding spikes to it and then fighting primarily close-ranged. Makes sense to include them as a specialized thief. Same for Crossbows and pistols, they operate in a very similar manner so it's not a huge leap of faith.
As far as that statue goes, we may get some more info later as to why exactly he was important enough to get a statue, but I'm certain he's no grandmaster.
2009-03-07, 01:53 AM
the door thats locked is the door to the PQ, you can only get in at 9x+, so you gotta be strong enough.
2009-03-07, 09:02 AM
Cyanne Wrote:To add on to your list... the portal into the keep from the courtyard is just a random portal in space, there's no door or anything. Too right. I was going to say that, but I forgot. I think NEXON rushed too much in this second expansion. The first one I must say was good enough, everything (or almost) made sense.. good storyline, Raven Ninjas and all the other NPCs explained everything, etc. I was also expecting to see a quest from Jack or something. Who knows, they might add it in the future? I hope so, because it'd make more sense and it'd add more informations to the storyline.
2009-03-07, 10:16 AM
I loved the pq. The jump quest is totally epic. (And in my case, as a hermit, flash jumping through it was awesome)
The only things I didn't like too much was the archer room. That's too hard for those poor archers D: And what I mean is that if they could mob those monsters, it'd be normal, not impossible. However... Is it possible that those black phoenixes had to spawn there instead? I didn't get to see those around at all.
2009-03-07, 10:30 AM
Alloy Wrote:However... Is it possible that those black phoenixes had to spawn there instead? I didn't get to see those around at all. Rellik is supposed to summon it, like a normal Phoenix or Frostprey.
2009-03-07, 01:06 PM
Alloy Wrote:I loved the pq. The jump quest is totally epic. Where by 'epic' you mean it requires Haste and not much else. I found it to be much about on par with the first JQ they made - if you know what to watch out for, timing it to stay alive is very easy and there's no risk of falling down ever. The only difficult part is jumping over the gap that requires 140/123 or a movement skill (FJ/backshot). I'm mostly disappointed that the Menhirs are not 1hkos... it would be harder but it's not that hard anyway. And I couldn't even find the Pirate one...
2009-03-07, 01:37 PM
Stereo Wrote:Where by 'epic' you mean it requires Haste and not much else. I found it to be much about on par with the first JQ they made - if you know what to watch out for, timing it to stay alive is very easy and there's no risk of falling down ever. The only difficult part is jumping over the gap that requires 140/123 or a movement skill (FJ/backshot). Maybe it's just me rushing as fast as I could :p BY THE WAY, very useful tip: Use red potions or apples... The pillars only hurt your hp down to 100, and when you have 100 hp or less, it kills you. It's exactly the same, and makes you save TONS of potions. The timing is easy anyways. Also have an eye on your hp in case pot lag made you drop below 100. |
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