Searing Heights: First Impressions

Hi everyone - just thought I'd check in and give a few thoughts about Update 4.2, Searing Heights. 

First off, the patch went fine - no problems whatsoever.  Another good, trouble-free update from Turbine.  Granted, it's about a month after the update was originally set to go live way back when (Turbine folks say it was a miscommunication and was never set for June).  But the patch itself went great!

Now, one trouble spot for me was that I don't have a mid-level character to really give the new stuff a good run through.  So, I just said "heck with it - I'll just see what it looks like".  Brought in my level 11 Cleric Mockduck on Aerenal, found a few guildies and filled the rest in a pick-up group.  Just for fun only, no xp.

Went into the new outdoor wilderness area called Searing Heights.  For those who are reading this and wondering where to find it - look just east of The Twelve in the southwest part of the Marketplace.  It's a gate you go through.

Once inside, I was struck again by the nice attention to detail in the outdoor areas.  In general terms, the area starts off looking a bit like the Cerulean Hills, but a bit more craggy.  However, once you get to the western side, it's quite the experience - very nice looking volcanic area with some pretty tough monsters to fight (for mid-level, anyway).  Fire mephits, hell hounds and more! 

I really liked the outdoor area.  Some nice touches, for sure.  I think the look of the place makes sense, since it's supposed to be located between the Cerulean Hills and The Twelve.  The rolling hills, ruins and grassy areas transition to craggy cliffs and an extreme landscape.  Very nice.  Not everyone enjoys the outdoor areas, but for people who do like them (of which I include myself), it's another nice addition to the game.

I also ran Proof is in the Poison.  Level 4 quest.  Not easy!  Of course, it was easy for the group I was in since we were of all levels (I'm level 11), but I can definitely see a party of level 4 and 5's having difficulty with this one, particularly on elite.  I don't want to spoil it too much, but I'd say that it's got a really nice design - some maze-like areas, some skinny halls, interesting levels, a few tough spots with acid and the like.  Many monsters to fight, wave after wave of them.  Expect the total tally to easy run to a near-Stormcleave-level of 150 or so. 

I think the developers have made some really nice quests in recent updates - I loved Ataraxia's Haven, and like this one just as much.  It's a great addition of new content for the lower levels. 

One thing of note:  I only spotted one rest shrine, and it was quite a ways in.  Casters, beware and save those spell points!

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I must say I'm glad that the next update will feature content for high levels.  I think the lower levels have many options now, what with the new outdoor areas and quests over the past six months.  Mid-levels are doing pretty well, too.  Most of the complaints seem to be that there's still not enough high-level content.  Of course, I've still got a lot to do, so I'm not complaining, but with Mod 5's 11 new high level quests and a raid, that should go a ways toward making everyone happy.

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I'll have more of course in the next episode of DDOcast.  

There are other changes to the game as well, user interface and mechanics-wise, but I'm not going to go into that now.  I'll talk about it on Saturday!

Thanks again everyone for listening and checking out the show and web site.  Feel free to write your personal first impressions of the new content below or on the DDOcast forums!

Jerry

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  • 20 Jul 2007, 11:09 AM Saruk of Vulcan wrote:
    I like the updates, I just wish there was an easier way of generating favor. It might inspire people to play more as higher level toons if they were able to get to 1750 favor in under a year of gaming (such as myself). Perhaps providing favor as a premium service?
    Reply to this

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