Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer

Cademimu - Add a 'Checkpoint' after the lift.

WhoDaresWins's Avatar

12.25.2011 , 04:41 PM | #1
I'm normally not one to complain about placing things forward, or making more stuff easier, but after running with (a successful) Cademimu group and dying on the final boss I have found something that frustrated all of us.

That. Bloody. Lift.

For those of you who don't know, after defeating the Pyro Wookie you hit a checkpoint before continuing into the bunker. Inside the bunker you hit a lift that stops multiple times (for ZERO reason since these 'stops' do not contain mobs or different routes). This lift can take a good two-three minutes to go from top to bottom, meaning if you or a single group member miss it you're buggered for another three minutes. Jumping off also results in death regardless of the height.

This is not good design, it is just frustrating and a blatant time sink. You are not adding to the challenge by making players sit there for a good two three minutes. As tempting as it may be to say "be more patient" waiting there for that length of time because all of you were a few seconds late will annoy anybody. If you don't move the checkpoint at the very least remove the COMPLETELY POINTLESS 'stops' that occur three times: there are no mobs; no alternative routes; they just stop on these platforms for no reason. This is just bad design.

Aside from that this Flashpoint was a joy, from the lore, the atmosphere, the bosses, all of it was great... except The Lift.

This video sums up my thoughts.
The Imperial Inquisition

A EU Heavy RP Imperial Guild
"Death to the Emperor's enemies"

bluumberry's Avatar

12.25.2011 , 06:29 PM | #2
Also the run to the first boss after a wipe feels overly long so a checkpoint there would be nice as well.