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Post by malclave on Apr 20, 2018 9:49:14 GMT -5
Depends on how high a DC they go and at what level they're meant for; it doesn't have to be a choice between locks anyone with a single skill rank can open and one only a dedicated rogue can. Let sorcerers and wizards use Knock, or I understand there are Chimes of Opening on the server, for the "boss chest" of a group that doesn't have the resources to make or buy a more difficult (rogue only) lock. Let lower value chests be bashed open (which would quite possibly break any fragile contents, like potion bottles). I also dislike traps automatically resetting on chests in most instances... if a player or group wants to soak up the damage from the trap, let them get at the chest contents (unless there's good reason for the chest's owner to have spent the money and magic on a re-arming trap). A group with a rogue still has an advantage to one without, since the latter group is using up resources to make sure they get everything. That's speaking generally, of course... sometimes it just makes sense for the more difficult obstacles to be there.
As far as favorite dungeons, there's too many I haven't been to (and a few I've entered but not finished), so it's hard to say. A lot depends on the character I'm playing... my DD especially likes fighting giants, and my Lathanderite likes fighting undead. Sorry I can't be of more help there.
Least favorite of those I've been to is the VR tower. Didn't complete it, but I seriously doubt the reward is worth the risk.
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Post by Warlord on Apr 20, 2018 11:23:56 GMT -5
Part of the reason why the FRC giants have considerable AC, is because the characters that face them tend to favor offense in their build (AB & Damage), rather than additional defensive aspects that are not AC (Constitution, Epic Damage Resistance, Great Health I, X). Thus, it is easier to make the giants difficult to hit for all, than it is to make them super strong to hinder the more powerful characters, while also keeping them balanced for everybody else. I honestly wanted to make Frost ones stronger, but I was adviced not to becuase the newer ones were challenging enough for their intended level range. Still, I suppose a next staion of Frost and Fire Giants could be created for the 25+ crowd. It may take some time though. As for rogues and traps, well I think the problem is that pure or mostly pure rogues suffer due to all those skill enhancing tools that any character can use. For making true rogues better, perhaps what needs to be raised are the DCs of traps, locks and whatever else a rogue should be dealing with. Nonononono, I love your work on the new frost giants, I think overall they are a fairly big improvement on the last dungeon, however, I think more content for post epics is a waste, server already has massive bloat of epic level chars and we have a number already near level 40. I'd much rather see some more mid level content, like a true mountain or hill giant dungeon for levels 11-18. And I like med/high ab + High Damage monsters because it promotes having an actual tank, rather than just letting a rogue or a buffed up caster manage it, one errant crit will have potential to one shot, either they need to bring help to back them up in case they fall or let an actual tank with hp that can absorb hefty shots do the job. Maybe something with the Stone Giants could be elaborated upon? The ones near the Purple Worm
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Fenix
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Sleepless Golem, aka Kenny
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Post by Fenix on Apr 20, 2018 11:49:07 GMT -5
Nonononono, I love your work on the new frost giants, I think overall they are a fairly big improvement on the last dungeon, however, I think more content for post epics is a waste, server already has massive bloat of epic level chars and we have a number already near level 40. I'd much rather see some more mid level content, like a true mountain or hill giant dungeon for levels 11-18. And I like med/high ab + High Damage monsters because it promotes having an actual tank, rather than just letting a rogue or a buffed up caster manage it, one errant crit will have potential to one shot, either they need to bring help to back them up in case they fall or let an actual tank with hp that can absorb hefty shots do the job. Maybe something with the Stone Giants could be elaborated upon? The ones near the Purple Worm *somewhere in the vague distance, Fenix might be heard crying* frc.proboards.com/thread/25570/seeking-interested-parties
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Post by Lady Frost on Apr 20, 2018 13:05:12 GMT -5
I've wanted to honor that thread for a while and it'll probably the next dungeon I make after Suzail, should all be acceptable. No timing on that though.
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Post by jensmann on Apr 20, 2018 16:49:39 GMT -5
Before i go into the (un)favored list. The beholder dungeon in the underdark is just a waste of server rescources imo. nobody will even go there with you thats how bad it is. Mainly becuase beholders are just that badly scripted in nwn. And as anotehr side note: espar mines direly need a back entrance after you defeated the boss, but before delving in the lower level. Adamantine golem needs its loot increased, risk/reward is out of balance, maybe increase the bars looted of him to six instead of one.
Unfavorite: Orog Cave:: used to be reall good with Orog WMs and all. But now it just feels like reskinned remnant orcs. the egg smashy tower in skullcrag: (can't remember its name that how long i have been avaoiding it): to solve teh trap your character either has to metagame or be ooc. a certain elf ruin after a certain orc cave in the kings forest: 1. you instantly get attacked if you move even one step, not giving you time to armor up again. 2. entering it will always cause my game to crash, even used to disable my character because of it until a reset. 3. it has a riddle inside of it that instantly kills you. 4. one can easily overlook having the plot music item in the inventory becuase it is so generic. 5. etc basically all high/epic level orc and goblin dunegons especially the black dragon in the hullack: way to long, no rest options for spellcaster, which means either they are restriced to only buff and watch or don't have nay spells for the endfight. boring. Fire giants: Great Dungeon, but the rest option for casters got removed, so either do nothing during the trip or be useless at the end. and for this dunegon you need you spellcasters to help you to get to the end.
I personally dislike traps, not so much on chests but on the floor. nwn traps just break immersion for me, even more so when used by players.
(un)favorite dungeons: Rakshasa dungeon, i like it but the orc enemies in there feel like an insult. for a high level dunegon to name enemies orc slave trained as an upgrade from orc slave, would fly in a level 5 dunegon maybe. Especially i feel annoyed once i heard there used to be war troll slaves. But they got replaced with these lame orcs.
Favorite: The underdark (marsh of tun) in general i guess: it feels like going on an adventure down there. a variaty of different enemies with different areas, drow, duerger, mindflayers. Eveningstar Orcs: Great place, love it. segmented, not all the loot in the last room so if you have to run its okay. Green Dragon Cave in the hullack: Superb place, enemies feel challenging and unique. dunegon layout allows you to either fully explore or cut a bit short if you have less time. Draco Lich crypt: Great enemies, see above, has a nice hidden room, short but fun. the demon tower in a stormy grove: has a nice feel to it. (also a hidden room) bugbear dungeon and goblin dungeon in the bramblewood the new sections of the GG ruins. old stuff was good before that, but now its even better the skulk dungeon the mine near evenigstar great place. Frost Giants: New and Old. i think i liked the old king better, but generally prefer the new dungeon and spawns. Banshee Tower in the hullack: Turned out really nice one of my most favorite dungeins. challenging and fun, BUT i do have one nitpick in that i dislike a certain encounter in it. I know it is there, but my character shouldn't, so either I need to metagame or blarg. Steelfields: expect for that one ambush encounter with way to strong spawns, its great. The problem with stuff like that is, it works once and then you will metagame it always becuase now you know it exists, even if you force yourself not to, you kinda still are prepared.
I like it if the loot is distributed in the whole dungeon not just the last room. if some of it is hidden in secret rooms, maybe with a nice encounter in it.
well thats my hastily written list on top of my head.
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Post by Deleted on Apr 20, 2018 18:52:00 GMT -5
Before i go into the (un)favored list. The beholder dungeon in the underdark is just a waste of server rescources imo. nobody will even go there with you thats how bad it is. Mainly becuase beholders are just that badly scripted in nwn. I go there and I know I am not the only one.
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Post by adamb on Apr 21, 2018 13:00:14 GMT -5
Urog’s crypt is by far my favorite for soloing. As far as traveling in a group I would have to say the Thunderstone Crypt. I really don’t have a least favorite.
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Post by Kolfrosta on Apr 22, 2018 18:28:55 GMT -5
Hm....so many to choose from, mostly by memory:
I prefer the older dungeons. Not saying the new ones are bad, it could be I'm not used to them yet.
Least favorite is Hlip. I've only finished it once with a group, and the framerate is killer. But setting that aside, I have seen a number of attempts by various groups of adventurers try to clean up and restore the town. It was a good setting for a one time big quest ending, but characters being what they are, they wanted that fixed. Maybe that wouldn't be a half bad idea. (Not saying the dungeon creatures have to go away, just relocated. There's that wooded area near there that has a road that leads to a forest entrance with no transition...)
Second least favorite though, would be Margogh/ Skull Crag wizard tower. And that's only because you have to metagame to get through the trap at the end, or let your goodly PC make a deal with a devil or simply walk away from the dungeon. ((And that's if you can pick the locks along the way)) Helpful suggestion?: Margogh could mention the key by name in some writing of his someplace, like the books he made notes in? But keep the trap. -Everyone- knows about that trap... that dungeon is famous for that trap!
Not a huge fan of the Immortal Hoarde. They are difficult and worth less XP than the old Remnant orcs which were easier to deal with. Never find enough loot to cover expenses..
I liked the Cloud Giants, maybe something like that could be brought back. The Mantis Clan was a fun one too. And the old Icingdwell.. I enjoyed Urog before the update. The Eveningstar Crypt, the Mistwood crypt (miss the knights) are still faves. The Frost Giants are gorgeous. I like the Arabel vampires. And the Necropolis. Is the old (Drow?) skeleton tomb still someplace? I like wandering the Hullack and I like wandering the Stormhorns (non Frost giant areas) I like the Skull Crag Mine and the story that goes with it.
So those are the ones off the top of my head. I also like having open areas that are pretty to look at and don't have hostile encounters too.
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Post by Deleted on Apr 23, 2018 19:49:30 GMT -5
What I like.. loot: the loot scripts were rewritten awhile ago, well THAT and the need to beat the "Boss" most places. I find people are less likely to "try" a quest because often times what is found up until the boss, is rather rubbish. much of it is far to heavy, the rest is just "junk", which I find doesn't help the purse, especially for lower levels trying to gain those early few items. I find that +1 items are dropping at the highest of gameplay, when most characters aren't purchasing these or +2, they're going straight to +3 because there is no point in buying the lower level gear, and they won't "find" it on their own. One thing that I like about the newest loot system, is that it drops more consumables like draughts and lesser magical ammuntion. I do agree that +1 items, armors and weapons, should appear more frequently at lower levels and not at epic ones. Even if it is unlikely that we will bring the +3 or even +2 drops back as normal boss loot, the possibility of finding rare treasure at a set low percentage is being implemented in more areas. The crafting system continues developing too. Finally but not last; newer dungeons (or some of the reworked ones), could soon grant different rewards meaninfgul for RP, character development, or have a specific function that is useful, yet very rare or class restricted.
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Post by Deleted on Apr 23, 2018 20:27:07 GMT -5
I like the latter. Putting more meaningful item drops in that are rare/class restricted. Be nice if we had some more interesting crafting related options (Hellfire Wyrm Scale into Everbright Armour is a good example). Also be good if such wasn't restricted to only one Armour Type (Full Plate I believe currently).
As for the +2 items, they weren't around when I started. What was the reason they were removed?
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Post by Deleted on Apr 23, 2018 20:32:25 GMT -5
I like the latter. Putting more meaningful item drops in that are rare/class restricted. Be nice if we had some more interesting crafting related options (Hellfire Wyrm Scale into Everbright Armour is a good example). Also be good if such wasn't restricted to only one Armour Type (Full Plate I believe currently). As for the +2 items, they weren't around when I started. What was the reason they were removed? They dropped in some of the mid level dungeons (no sure if in epic areas too). Rather than using or keeping them, the characters would just sell them for about 20,000 GP to NPC merchants, which was not the purpose of having them as loot.
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Post by Deleted on Apr 23, 2018 21:24:54 GMT -5
I like the latter. Putting more meaningful item drops in that are rare/class restricted. Be nice if we had some more interesting crafting related options (Hellfire Wyrm Scale into Everbright Armour is a good example). Also be good if such wasn't restricted to only one Armour Type (Full Plate I believe currently). As for the +2 items, they weren't around when I started. What was the reason they were removed? They dropped in some of the mid level dungeons (no sure if in epic areas too). Rather than using or keeping them, the characters would just sell them for about 20,000 GP to NPC merchants, which was not the purpose of having them as loot. That seems pretty reasonable to me. Which I am assuming was then circumvented by making them craftable (Adamantine example) which did not sell for 20,000 GP but could provide mid level PCs to create +2 items? Makes sense. In that case perhaps we could determine a running list of how to expand on the current Crafting options? I know SkyBloodOrchid is working on some of this.
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Post by Orchid on Apr 24, 2018 0:12:31 GMT -5
They dropped in some of the mid level dungeons (no sure if in epic areas too). Rather than using or keeping them, the characters would just sell them for about 20,000 GP to NPC merchants, which was not the purpose of having them as loot. That seems pretty reasonable to me. Which I am assuming was then circumvented by making them craftable (Adamantine example) which did not sell for 20,000 GP but could provide mid level PCs to create +2 items? Makes sense. In that case perhaps we could determine a running list of how to expand on the current Crafting options? I know SkyBloodOrchid is working on some of this. I have a crafting suggestions I've been actively curating.
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Post by Animayhem on Apr 24, 2018 9:57:44 GMT -5
What I like.. loot: the loot scripts were rewritten awhile ago, well THAT and the need to beat the "Boss" most places. I find people are less likely to "try" a quest because often times what is found up until the boss, is rather rubbish. much of it is far to heavy, the rest is just "junk", which I find doesn't help the purse, especially for lower levels trying to gain those early few items. I find that +1 items are dropping at the highest of gameplay, when most characters aren't purchasing these or +2, they're going straight to +3 because there is no point in buying the lower level gear, and they won't "find" it on their own. One thing that I like about the newest loot system, is that it drops more consumables like draughts and lesser magical ammuntion. I do agree that +1 items, armors and weapons, should appear more frequently at lower levels and not at epic ones. Even if it is unlikely that we will bring the +3 or even +2 drops back as normal boss loot, the possibility of finding rare treasure at a set low percentage is being implemented in more areas. The crafting system continues developing too. Finally but not last; newer dungeons (or some of the reworked ones), could soon grant different rewards meaninfgul for RP, character development, or have a specific function that is useful, yet very rare or class restricted. It would be nice, to have wider variety of class specific items or at least more general. Many specialty items that do drop, in my opinion are mainly mage or fighter oriented. I love aspects of dungeons rp/class inclined. In my opinion, I am aware it is not intentional, is there seems to be less items dropped for rangers or druids. Some may say well add a level of rogue to a ranger, many do. I respect that but I like playing my current ranger a pure class so many items found unusable. Yes they can be sold for gold but it would be nice to actually find something usable.
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Post by Munroe on Apr 24, 2018 22:23:27 GMT -5
My least favorite dungeon is Jaxminxor's Demiplane. I hate that once you go there, you're stuck there until you complete the quest. I strongly dislike dungeons that force you to go forward or wait for a reset to leave.
I ported a party stuck there a few months ago because the guy who had the quest items had died and respawned.
Since teleport is only for travel within the same plane, it shouldn't (and doesn't, I think) allow escape from Jaxminxor's Demiplane or other planes. The Gate spell should work on most planes for travel across planes, but, because of the specific nature of the quest on Jaxminxor's Demiplane, I don't think it should work there either.
On the other hand, I don't mind dungeons that teleport you back to the beginning when you go the wrong way. Those you can always give up on. (After all, you're at the beginning.)
There are a few doors in various caves (usually hidden doors, but not always) that suffer from a similar problem. Once you're through them, they're one-way. This can present a problem when you are trapped on the other side with an army in front of you and can't retreat, or when the secret door vanishes and half the party can't find the door. Since these are usually (but not always) optional doors, they don't always break the dungeon for me. (Oh, there's also a transition door that only opens with a key and is locked when it closes. One time my character failed to transition and was locked behind it so someone circled all the way back through the empty part of the dungeon behind us to let me out.)
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Post by malclave on Apr 24, 2018 22:50:45 GMT -5
Since teleport is only for travel within the same plane, it shouldn't (and doesn't, I think) allow escape from Jaxminxor's Demiplane or other planes. The Gate spell should work on most planes for travel across planes, but, because of the specific nature of the quest on Jaxminxor's Demiplane, I don't think it should work there either. This may have been a house rule when I played pnp, and the NWN engine being what it is would require DM intervention even if it would work... but what about Dismissal/ Banishment?
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Post by Warlord on Apr 24, 2018 23:30:05 GMT -5
I adore Jasmin's tower
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Post by gathera on Apr 25, 2018 0:00:09 GMT -5
My least favorite dungeon is Jaxminxor's Demiplane. I hate that once you go there, you're stuck there until you complete the quest. I strongly dislike dungeons that force you to go forward or wait for a reset to leave. I ported a party stuck there a few months ago because the guy who had the quest items had died and respawned. Since teleport is only for travel within the same plane, it shouldn't (and doesn't, I think) allow escape from Jaxminxor's Demiplane or other planes. The Gate spell should work on most planes for travel across planes, but, because of the specific nature of the quest on Jaxminxor's Demiplane, I don't think it should work there either. On the other hand, I don't mind dungeons that teleport you back to the beginning when you go the wrong way. Those you can always give up on. (After all, you're at the beginning.) There are a few doors in various caves (usually hidden doors, but not always) that suffer from a similar problem. Once you're through them, they're one-way. This can present a problem when you are trapped on the other side with an army in front of you and can't retreat, or when the secret door vanishes and half the party can't find the door. Since these are usually (but not always) optional doors, they don't always break the dungeon for me. (Oh, there's also a transition door that only opens with a key and is locked when it closes. One time my character failed to transition and was locked behind it so someone circled all the way back through the empty part of the dungeon behind us to let me out.) I know from experience you can not teleport from Jaxminor's. Once the fellow you are sent to find umm died. Opps. So yes if you mess up your stuck there.
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Post by Munroe on Apr 25, 2018 0:01:21 GMT -5
Since teleport is only for travel within the same plane, it shouldn't (and doesn't, I think) allow escape from Jaxminxor's Demiplane or other planes. The Gate spell should work on most planes for travel across planes, but, because of the specific nature of the quest on Jaxminxor's Demiplane, I don't think it should work there either. This may have been a house rule when I played pnp, and the NWN engine being what it is would require DM intervention even if it would work... but what about Dismissal/ Banishment? While I would not want to be the recipient of planar travel by dismissal or banishment, I don't think either of these would work for Jasminxor's Demiplane, as the fiends are trapped there too. If they could just be dismissed, I think they would have been happy to leave already. Hm....so many to choose from, mostly by memory: I prefer the older dungeons. Not saying the new ones are bad, it could be I'm not used to them yet. Least favorite is Hlip. I've only finished it once with a group, and the framerate is killer. But setting that aside, I have seen a number of attempts by various groups of adventurers try to clean up and restore the town. It was a good setting for a one time big quest ending, but characters being what they are, they wanted that fixed. Maybe that wouldn't be a half bad idea. (Not saying the dungeon creatures have to go away, just relocated. There's that wooded area near there that has a road that leads to a forest entrance with no transition...) I actually forgot Hilp existed. I would actually like to change my least favorite listed to Hilp. I've seen a lot of RP of guilds and non-guilds going in Hilp and RPing removing the bodies, cremating them, taking care of them so it's not a permanent massacre scene, so the zone doesn't match the long RP that has gone into it. I think 90% of the dead bodies should be removed to match the RP of people cleaning up the zone. If there are still monsters there, leaving a few bodies to represent new victims makes sense. Also, I can barely move in the zone, even when I'm only there with one or two other people. As it stands right now, I consider Hilp functionally unplayable for me. I will go there and endure the lack of being able to do anything (except getting stuck on hills with hard-to-see edges) as I try to keep up with the people that can navigate the zone better. Removing most of the bodies and removing some of the partially destroyed buildings (demolished, perhaps?) would help with this issue as well as the issue of all the clean-up RP that has been applied to the zone. I still have issues with Jaxminxor's Demiplane, but Hilp is a dungeon I wrote off because of its issues. I still go there if there's a strong RP reason to justify doing so, but while I'm actually in the zone, I'm not enjoying myself. I'm there because the RP situation is such that my character should be there. So, yeah, has to be Hilp as least favorite. As for my most favorite? Hmm. I liked the Suzail North Orcs before the recent update, but I'm not fond of the Immortal Horde's difficulty increase. I still like that dungeon a lot though. I also like the Arabel Vampires and the Eveningstar Crypt. I liked the Eveningstar Crypt more before the update that made it easier. I miss all the Zhent zombies that dispel when they're hit. I also like the Mistwood Temple with its OnHit Iron Horn zombies, but I haven't been there for a long time. I should go again once the Mistwood curse/plague plot wraps up. I like the Underdark route to High Horn, and, for that matter, I generally like the overland route to High Horn as well, though I miss when The Maw was all one zone instead of split into two. (I've been hoping to get that re-combined for years.) I like the Fire Giants fortress and the Frost Giant fortress (Skyrlien? I never can spell it.) I like the update to the frost giant fortress. It's a big improvement, I think. Though I don't know why it's snowing inside. (Rain and snow adversely affect my game performance.) I still like the Sewer Rat Gang wererat quest with Catbane as the boss. I think the gang may have stopped spawning in stealth though. I don't know that I have a most-favorite, but I do like those. Even though I've played on FRC for 14 years, I have not seen some of the epic level dungeons, and the ones I've seen I have not seen often. (I wouldn't mind seeing more or Rivior's Keep. That seemed cool, but was way above my character's level when I was there. I've never been to Icingdwell, and don't even know how to get there.)
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Post by fisheyes on Apr 25, 2018 12:20:57 GMT -5
I actually forgot Hilp existed. I would actually like to change my least favorite listed to Hilp. I've seen a lot of RP of guilds and non-guilds going in Hilp and RPing removing the bodies, cremating them, taking care of them so it's not a permanent massacre scene, so the zone doesn't match the long RP that has gone into it. I think 90% of the dead bodies should be removed to match the RP of people cleaning up the zone. If there are still monsters there, leaving a few bodies to represent new victims makes sense. Also, I can barely move in the zone, even when I'm only there with one or two other people. As it stands right now, I consider Hilp functionally unplayable for me. I will go there and endure the lack of being able to do anything (except getting stuck on hills with hard-to-see edges) as I try to keep up with the people that can navigate the zone better. Removing most of the bodies and removing some of the partially destroyed buildings (demolished, perhaps?) would help with this issue as well as the issue of all the clean-up RP that has been applied to the zone. Regarding Hilp and area changes… I have received no PMs from DMs and seen no DM posts in the build forums requesting changes to Hilp based on player actions. If you as a DM observe players taking actions in-game to change something like Hilp, then please make a request in the Build Forum for changes. If you're trying to change something as a player, then contact a DM first. Forum posts seem to be easily missed, unless they're directly relevant to a DM plot. Contrary to popular belief, the Build Team is not omniscient and we don't know what players do in our areas unless we're told. I do recall there were posts about removing bodies from Hilp immediately after the event, but I didn't want to make changes so soon, since I'd rather not undo what I just spent months on to build. I also wanted to let everyone have a fair chance to see what the area looked like after the event. Eventually, I too forgot about this, and it probably should have seen some changes by now. That said, efforts to remove corpses has been noted. No promises as to any time frame for updates! As for the framerate, I'm just going to advice that you turn off exterior shadows and turn up the camera. That tileset is notoriously bad. Hopefully it'll be improved in the Enhanced Edition. The Immortal Horde… The Immortal Horde orcs are basically the same old Remnant Orcs with new appearances. Overall, the difficulty of individual orcs should be mostly similar. However, some were underpowered, and have been built slightly better (mainly spell casters, I think), so they should now be a bit closer to what their CR should be like and may indeed be a bit tougher. There are also a handful of new variations of old orcs to fill in gaps in available CRs, but never higher than what the highest CR was before. "The Suzail northern orcs are tougher than before." Yes, and they should be. Previously, many (but not all) of the orc encounters north of Suzail had the same CR scaling as the Greatgaunt orcs. That's a bit odd for an area with a boss scaling up to epic levels (but not necessarily an epic challenge). The low 'Greatgaunt-like orcs' are still there, but the area now scales up higher for the intended level range around Suzail. Which also means you should get better XP in this area than before since you're killing orcs of a higher CR. If you're getting low/minimum XP for the now higher CR level orcs, thus "getting worse XP for harder orcs", then you're probably above the intended level range. I don't recall the exact level range, but it's at least pre-epic. The north Suzail orcs still does not scale up as high as the west Suzail orcs or the Arabel orcs. I will eventually do some tweaks and fixes to the orcs. It's possible they scale up too much in some places right now, and may need tweaking.
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Post by Daeron on Apr 27, 2018 23:01:00 GMT -5
Dungeon in the Hullack with drow ghosts- the ruined keep. Was managably easy- no missteps. Walked into a room, took out some low xp drow rogues, thought it was hunky dory- then got -EXPLODED- by a beholder. I'm all for difficult bosses and challenges, but to literally be wiped off the universe like that before being able to click something was intense and unpleasant.
If it had been scaling difficulty, I wouldnt have been as butthurt as I am now, but jesus.
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