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Post by apecraze on Mar 16, 2017 20:49:56 GMT
First of all, thanks a ton for the new additions
I must admit I have only been to 3 of the 5 new maps. Nonetheless , they're cool, although I didn't think Trig needs more maps but thats maybe because I don't like Trig much
As to the new Mobs I would say give it a while so Players can get adjusted
The new Boxers are a pain in the ass, but a certain build of mine would not worry much about them (but much so about others). If anything they are promting Party Play
The Troll Lord is more difficult, yes, but again, rather easy for a certain build.
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Post by adamantite on Mar 17, 2017 11:46:27 GMT
But I am glad a Risen is having trouble there, after hearing a lot of people say it needed Udtd spammage there. Which I don't like instant death at all. I don't think there needs to be UDtD spammage but I think it needs to be cast in Trighton. It pushes people to make risens with a respectable will save, otherwise they can just leave it at some terribly low level and ignore saves completely on the risen build. They can buff ss with the shadow rod before shifting and with the ss pots can put it up on dispell when needed. There are plenty of other instant death effects on the server - wail, fod, prismatic spray, aa death arrow, implosion that non-shifters have to worry about. Its slightly easier for non-shifters to rebuff solo but even being vigilant about rebuffing death protection I have still gotten 1'd many times. It happens and as the server population said, getting 1'd or killed by instant death made the server feel more challenging.
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Post by gniht on Mar 17, 2017 16:44:43 GMT
as many of you are aware I have not been around much as of late... however this update sounds extremely good and I think I'll poke my head in a bit more frequently to check things out.
and in particular this...
"*Switch the loot generator script around to put the item in the loot bag on the left side instead of the right, this is hopefully to make it so when the cleanup script fires it leaves the item and not the scroll."
... this is amazing and has been needed for ages.
many thanks Chree!
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Post by Cheshire Rat on Mar 17, 2017 18:14:24 GMT
*UD quests now give +4 in levels of XP and gold, so instead of being a quest for people in the high teens, it is now a quest for low 20s. Totally forgot about this when a shifter dragged my poor sneak down to the puzzle - I can confirm it's not a place for *most* high teens - the shifter tore it up
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Post by apecraze on Mar 17, 2017 22:25:01 GMT
as many of you are aware I have not been around much as of late... however this update sounds extremely good and I think I'll poke my head in a bit more frequently to check things out. and in particular this... "*Switch the loot generator script around to put the item in the loot bag on the left side instead of the right, this is hopefully to make it so when the cleanup script fires it leaves the item and not the scroll." ... this is amazing and has been needed for ages. many thanks Chree! Never trust smurf munchers, they're suspicious in so many ways
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Post by joakim on Mar 18, 2017 8:06:41 GMT
*UD quests now give +4 in levels of XP and gold, so instead of being a quest for people in the high teens, it is now a quest for low 20s. Totally forgot about this when a shifter dragged my poor sneak down to the puzzle - I can confirm it's not a place for *most* high teens - the shifter tore it up What do you mean? It was to easy for your shifter? What equipment did he have? My paladin at lvl 19 could not solo long down there. I didn't have perticularely good equippment but 40 ish AC and pretty good damage with divine might. So that place sure feels harder now, no doubt. Just because "one" perticular build, or some builds (sometimes well equipped) has no problems or is able to handle it well enough, then there needs to be something done. That's is not always the case.
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Post by donojono on Mar 18, 2017 10:42:34 GMT
Shifters usually do well in UD, some of the harder enemies can be avoided though such as the mage and the elf asassins
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Post by chreelister on Mar 18, 2017 11:34:13 GMT
I didn't make the area or areas harder by no means, I just made the quest rewards better. So if you do them, you'll get more XP and gold.
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Post by mcbutcher on Mar 18, 2017 19:41:39 GMT
Well that's awesome Chreelister
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Post by psv38 on Mar 19, 2017 18:24:51 GMT
Hi Chree, did some more testing in the inferno area.
I still feel the monks are bit much tbh, 1 v 1 they are fine, takes a bit to kill even with 62 ab but its fine, but in a spawn, its just too much, earlier i had 3 monks, 3 servitor casters, a gleeman, one of the other casters, 2 of those dual hammer wielding things (they are new and have 50%conceal and decent ac it seems, which I also feel is maybe a bit too much), an overlord, and 2 regular forgesmiths, and I literally went through more than 40 greater restore pots and several other restore pots in that one encounter.
Now again, if this is the intent, then it is working fine, but if not, then maybe some minor changes need to be made on the spawn rate or the stats on mainly the monks and those dual hammer wielding things.
The character I took there is a water elemental, 20druid/10monk/10fighter, it has 62 ab and 86 ac with 740 hp and good saves, I also have 11 regen, so this was no weak build I took there to test.
Has anyone else had this experience? But do remember, as a shifter, and solo, I am literally there all by myself, no drones, which is a huge drawback to playing a shifter.
I found another area in the new forge maps, can't remember its name, but it seemed to have good CR's as well, but no random spawns so it seemed a little easier to manage.
All in all, I do like the main changes made to the forgie areas but the inferno seems a little op, but again, that could just be since it's just my single shifter, and maybe that area is not meant to be farmed by a single build w/o drones.
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Post by apecraze on Mar 19, 2017 19:29:41 GMT
Hi Chree, did some more testing in the inferno area. I still feel the monks are bit much tbh, 1 v 1 they are fine, takes a bit to kill even with 62 ab but its fine, but in a spawn, its just too much, earlier i had 3 monks, 3 servitor casters, a gleeman, one of the other casters, 2 of those dual hammer wielding things (they are new and have 50%conceal and decent ac it seems, which I also feel is maybe a bit too much), an overlord, and 2 regular forgesmiths, and I literally went through more than 40 greater restore pots and several other restore pots in that one encounter. Oh so that is too much you failing against ... lemme count ... 13 enemies solo?
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Post by reo on Mar 19, 2017 19:58:52 GMT
If the new death vault map didn't break due to the max spawn limit I probably wouldn't even bring this up but. It seems those spawns in there spawn something like 15-20 mobs per spawn, idk what the max limit it maybe like 50-60? but once you're unable to rest due to a rest spawn showing up after you clear the map then if you're lucky enough to find a place to rest before the next spawn it's mostly okay, but if you don't find a spot to rest, that next spawn comes and now there's 30-40 mobs to kill. by the time you do rest at that point a 3rd spawn hits which breaks the map as the spawn limit was exceeded that the map can handle. I don't really love the idea of lowering the spawns that spawn in cus I love that there's so many of them, but the problem is that the map is huge, and they dont' all just spawn around your pc like they would in breeding chamber. They spawn all across the map. Which eventually will lead to the map breaking. Not only do you have to deal with fighting 10-15 mobs at once. but then you gota go scout for the other 5 mobs around the map that didn't come running to fight you this eventually just gets the better of your group sooner or later. So my suggestion is to make the spawns all spawn in close enough proximity that they can all see you as soon as they spawn in.
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Post by reo on Mar 19, 2017 20:01:24 GMT
idk about the new forgies area, but this would be nice for soul vault as well.
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Post by chreelister on Mar 20, 2017 13:26:15 GMT
Hi Chree, did some more testing in the inferno area. I still feel the monks are bit much tbh, 1 v 1 they are fine, takes a bit to kill even with 62 ab but its fine, but in a spawn, its just too much, earlier i had 3 monks, 3 servitor casters, a gleeman, one of the other casters, 2 of those dual hammer wielding things (they are new and have 50%conceal and decent ac it seems, which I also feel is maybe a bit too much), an overlord, and 2 regular forgesmiths, and I literally went through more than 40 greater restore pots and several other restore pots in that one encounter. Oh so that is too much you failing against ... lemme count ... 13 enemies solo? Sounds like someone needs to lookup the word, luring. Just Kidding, I will tone down the AC of the monk and dual wielder a little.
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Post by chreelister on Mar 20, 2017 13:34:52 GMT
If the new death vault map didn't break due to the max spawn limit I probably wouldn't even bring this up but. It seems those spawns in there spawn something like 15-20 mobs per spawn, idk what the max limit it maybe like 50-60? but once you're unable to rest due to a rest spawn showing up after you clear the map then if you're lucky enough to find a place to rest before the next spawn it's mostly okay, but if you don't find a spot to rest, that next spawn comes and now there's 30-40 mobs to kill. by the time you do rest at that point a 3rd spawn hits which breaks the map as the spawn limit was exceeded that the map can handle. I don't really love the idea of lowering the spawns that spawn in cus I love that there's so many of them, but the problem is that the map is huge, and they dont' all just spawn around your pc like they would in breeding chamber. They spawn all across the map. Which eventually will lead to the map breaking. Not only do you have to deal with fighting 10-15 mobs at once. but then you gota go scout for the other 5 mobs around the map that didn't come running to fight you this eventually just gets the better of your group sooner or later. So my suggestion is to make the spawns all spawn in close enough proximity that they can all see you as soon as they spawn in. The spawner breaks, I am about 99% sure, because it reaches the maximum spawn limit, like you said. So to fix that, I'll just raise the maximum spawn limit to say, what 100? 100 sounds good to me as long as the server can handle it. It is just a number I put in there to keep it from getting too crazy and breaking the server, like Caen used to do. Soul Vault has a max too, but you guys kill everything there too quick and keep the total creatures down, so it never reaches the max. I am also going to change the script, so it checks to see if the max is reached or not, everytime it calls for a spawn. Right now, the only fix for the player is to kill enough to get it under max and then leave the area and then come back, it should start spawning again after that.
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