Frank wrote on Nov 9
th, 2017 at 6:02am:
The sad truth is that a BoF won't actually teleport anyone to a quest entrance. If they did then I'd be buying them in droves. But they don't, and so I don't.
The one place they do work is the entrance to the old ToD raid, since the entrance cave is actually a public space. Basically all other raid and quest entrances that are buried inside wilderness zones? Fuck you. But that ONE raid they did it right...
Frank wrote on Nov 9
th, 2017 at 5:59am:
Probably the longest slayer run in the game is The Stormhorn Mountains to the North port. Or possibly the two ports in Thunderholm for the raids. And being carried to the port point as a soul stone is still a thing.
Any of these are about a 5 minute run. In Stormhorns pop an invis pot at the bottom of the ramp and you can get to the N port before it expires.
Where the game fails is in the older content which has no ports at all. So you have to slog through the L9 slayer to get to the epic L22 ADQ raid, which makes zero sense.
First off, spoken like a true SSG fanboy, are you sure you aren't Lynball?
If you're running to the thunderholme raids you're an idiot, that one they were smart enough to add a >>>>>FREE<<<<< teleport NPC to.
Fuck the stormhorns, the teleport has to be re-set every life. "Being carried as a stone" is a fucking retarded solution. Its like replacing one of your car wheels with a log. Technically feasible, but buying a new wheel would be a MUCH better option.
Also, that 5 minute run is still enough for most WGU groups to make it halfway to the end fight. Factor in catching up, and unless you know the quest by heart AND what route your party took, you'll be lucky to be anywhere near the end by the time they start that fight.
Stormhorns needs a free teleport-to-quest-entrance NPC worse than any other wilderness zone in the game. All of them need it.
Or, my personal favorite solution: don't put quests inside wilderness zones. Its fun the first time. After that its just a bitch and a half.