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Invasion Road HM Feedback

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parsnip85 Discord edited

Lots of issues here. Will break it down by section

•Floor 1
The goal is to kill enough enemies to unlock the seal for the 2nd floor as fast as possible. The fastest way is to AoE enemies repeatedly with the gravecallers reviving them. The issue is that if you don't do this it takes longer, but even if you do it there isn't a reward because the experience is close to nothing and the drops are unrewarding even if you kill the revived version of enemies.

•Floor 2
The goal is to free the captive exiles. Best thing to do is just morph and run past all enemies that aren't near a captive and only kill the ones guarding captives. Not sure what the point of the enemies are since you can just ignore almost all of them. Again, bad exp and drops.

•Floor 3
The goal is to destroy the three seals to spawn the barrier guardian. Same thing as previous floors, you run past almost all enemies besides the few at the seal wardens. These don't drop anything and give poor exp.

•Floor 4
This one actually encourages you to kill the enemies on the way since you need to have a clear path to Girtas. The enemies still give poor experience. The shackles/books are a good drop chance but given how many you need to use any of them for crafting it feels lack luster. Most will end up using the shackles to turn in for reputation (not worth IMO).

You have to clear the 4 death priests before you can hurt Girtas. These should have increased drop rate and quantity of fragments of soul stone as they're just damage sponges to make the encounter longer.

Girtas is extremely tanky and this encounter is definitely not balanced around being level 60. I wouldn't think most first character level 65s could do it (depending on class). I've run this on T3 multiple times and received 0 from him every time. Needs a higher experience reward for finishing as well as more drops besides a potential kaiser.

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parsnip85 Discord

•Suggestions for improvements

-1st floor; increase drops & exp on revived enemies in the 1st floor. ex: put drop chances at hard mode exclusives on them such as dragon diamonds, ruby, sapphire, rough plat, and invasion road currency (memories of the departed)

-2nd floor: Only put enemies near the captives or give other incentive to kill the current ones (higher exp, exclusive drops or buffs for the rest of the run)

-3rd floor: Make each seal warden have a different fight or make each one a different enemy type so you aren't just doing the same thing 3 times to break the seals to spawn the boss.

-4th floor: Make every guardian drop every type of shackle and magic book and maybe even rare drops (0.02 - 0.05%) for things like devil weapons or alchemist stone.

-Overall: Double the experience at the very least. Increase drop rates and add rewards that aren't normally found in invasion tunnel. Give Girtas more potential drops besides kaiser weapons (accessory & ele enchants, skulls, fantasy foods, etc). Increase experience for finishing the entire instance. Increase experience rewarded by 15-20% per additional player in the group.

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Catatonik Discord

I wouldn't mind alot more mobs to actually grind rep in there. There is just so much walking for so few mobs

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parsnip85 Discord

If it is meant for rep that would make sense i'm giving my feedback based on the hardmode guide saying its supposed to be a race against the clock but i do think it would be better not being about that

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Catatonik Discord

Oh I agree completely. I was just adding a little input. I'd like all the new hard modes to have a good reason to want to do them daily and this one I just don't see a reason to.

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parsnip85 Discord

hoping this one gets an overhaul

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Lineage 1 Reborn Team Discord

Partly done: since Oct 27 the Invasion Road has a longer clock, more monsters, a toll that needs most of each floor killed, and Memories of the Departed for clearing a floor. Extra drops on revived 1F enemies are not added.

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