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  • Whurest is an Epic level dungeon - keep that in mind, a level 20 should not be able to solo, it should take at least a party of 3 ~level 20s, even if their gear is slightly lackluster.

    Having said that, the rewards should offset the difficulty... it seems the difficulty is BETTER now, but the question remains is it still worthwhile to run the dungeon for you guys?
    The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

    George Carlin

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    • The gear is suitable for PCs leveled 10 - 20. We usually net around 10k in sell-ables, give or take, in addition to everyone's take-home from killing the mobs; total payout per PC in a party of 4 is about 9k. Once a group is familiar with the dungeon, and if the PCs suitably powerful, it can be run in ~20-25 minutes. 9k for 20 minutes is pretty great. It's the sort of dungeon you don't feel bad about burning resources in because you know you're coming out with a good amount of gold.

      Big seal of approval for the boss's new spell selection.
      Originally posted by Cornuto
      Glad everyone's being extra fucking ridiculous today.

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      • *Takes credit for the boss modifications* All the rest was Cornuto though
        The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

        George Carlin

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        • As an FYI Ixis should now be open for business for levels 15+ and should be a very tempting alternative for Argyle (easier with similar xp).
          Originally posted by Saulus
          Stop playing other shitty MMOs and work on Sundren, asshole.

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          • Whurest suggestion, take the divine and magic dmg away from the monks, they can already do 27 (which cannot be mitigated through DR) physical dmg and they rock a 27 BA on alot of those swings. When there is three of them at the same time fighting anything short of a max CON char, things get a little more interesting than I think they should in an epic dungeon with the mages spawning in the same room spamming isaacs at you (with a high enough caster lvl to get through alot of the SR)

            And whats with the sonic dmg immunities on some of the stuff in there? I can understand resistance to dmg being put on NPC mobs, but why are dmg immunities so prevelant?

            Keep up the good work
            "Half the lies they tell about me aren't true."
            Yogi Berra

            Learn things:http://forgottenrealms.wikia.com/wiki/Main_Page
            http://www.sundren.org/wiki/index.php?title=Main_Page

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            • Ran Ixis with a party of three. Great XP, decent gold per kill, absolutely no loot drops, Boss dropped 300 gold and no items.

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              • I've been running around in Viridale forest the last few times I was on. Like the change in the spittlefist spawns, the general spawns in mossclaw meet are really nice and varied, making a great challenge that sometimes burns bandages, sometimes not.

                There are a few quirks though:

                - The entire first level of the mushroom cave is lacking spawns. They first start spawning in the second level. This means free lootcontainer in the back of level 1. I cannot take them on, so I have not investigated them further

                - The ogres have had a nice downtoning, with a general AB of +8, and no beserkers. Much nicer to kill, but still a challenge. I haven't encountered any of the mages/combustion casters. I don't think the new lootscript works with them though, as loot rewards are very un-rewarding(They come in smaller numbers than gnolls and gobbos, so that might be it). But at level 7 I net 52xp from them, which is quite rewarding in itself. I use stealth and lure tactics FYI.

                - The green gnoll (shaman) is not really a challenge compared to some of the white melee spawns that spawns with them. This is strange, as their power is not really reflected in their color. He spawns in mossclaw village and mossclaw meet.

                - I cannot remember the exact name, but in the area from mossclaw meet to the goblin village (the one with the Talosian npc) there's a full mob spawn every 10 meters or so. This seems extremely silly. I'm glad there's spawns in these areas (dead oak too), but 7 spawns for a transition area seems over the top.

                - I was briefly in the goblin village(I forgot their name), and it seemed its good old self with a lot of elemntal damages, summons and melee goblins swarming you. I ran at level 7. Ogres seems far easier than the goblins. Wierd.

                - Maybe not that fixable, but In mossclaw village the gnolls with ranged weapons can shoot through the second barricade into the first 'trench' (area beyond the stream). This is rather silly, and almost impossible to find a corner to get cover in while you get the melee spawns.
                My'athvin Simaryl - Elven Mhaornathil
                Mhaenal Ahmaquissar - Minstrel Knight

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                • Originally posted by Farmboy2003 View Post
                  - I cannot remember the exact name, but in the area from mossclaw meet to the goblin village (the one with the Talosian npc) there's a full mob spawn every 10 meters or so. This seems extremely silly. I'm glad there's spawns in these areas (dead oak too), but 7 spawns for a transition area seems over the top.
                  I noticed this too....very over the top!
                  UTC+8
                  Yes, I realise my RP writing sucks. Just be thankful I keep it short

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                  Thalanis Moonshadow

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                  • As a side note about Ixis. Avoid the water.

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                    • We need Necropolis & Mossdale tested as well, most of the newbie areas seem good... Argyle could probably use another run-through.

                      I think the Spine is mostly good now, Schild and Aquor Mountains are still pending updates. Every area should be viable for the appropriate level.
                      The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

                      George Carlin

                      Comment


                      • Originally posted by Seheren View Post
                        Ran Ixis with a party of three. Great XP, decent gold per kill, absolutely no loot drops, Boss dropped 300 gold and no items.
                        Ran again as a level 18 with a level 15 ally, got to the end and managed to finish off the boss. Very few drops before that room, found nothing except gloves/boots/amethysts in any drop save a Dragons blood from one of the blue named lizards.

                        Final boss is tough and has spell resistance, dropped 300 gold and no items.

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                        • South street sally encounter is nearly, if not completely, impossible for a new "fresh out the box toon" if it were just her alone.. maybe. but with her back up in there. No chance for a solo toon. Not saying that all quest should be solo-able, but this one should.

                          Also there is no reward on completion. No gold, no xp, and no (what ever it was he was 'saving')

                          The wording when he sends you to look for the hideout is a little misleading still. But the key words are there so it is not impossible to sort out. If you do a little thinking.

                          Other than that I felt like the rest of the quest was good. It gives a great intro to the city and explains some new things like how to get in and out of the city. Something that should be made available for players with older characters. Commoners talking about it in passing. A few merchants offering quest to "go to the gate of the sunderer and head up to the city."

                          Lot of folks seem lost as to how to get to the city. If you could ask a commoner or a guard it would be made obvious, but with out that interaction something is missing.

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                          • On the topic of South street sally: I can't spawn her. Granted, I'm level 7, and it may just be that she's to easy for me. But I still had the quest, and it's the 7th time I run this quest, Mostly because it's been bugged. I like a clean quest journal.
                            My'athvin Simaryl - Elven Mhaornathil
                            Mhaenal Ahmaquissar - Minstrel Knight

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                            • Argyle outside is quite easy. Interior areas are very difficult (as they should be for a solo character and his Animal Companion) as I even had to cut into regeneration a couple of times to get me out of tricky spots.
                              Originally posted by roguethree
                              If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

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                              • Party: 18th EK, 12th Fighter, 11th Mystic Theurge (Fighter had AC buffed to 39, Theurge was invisible)

                                Dungeon: Ixis Isles Temple

                                Feedback: I really love this area! The enemies pack some punch, without being munchkinly overpowered (their adamantine weapons ignore stoneskin!). The traps have a very Indiana Jones feel, and are scary as they have prolonged effects with no save that will hurt you for the entire foray if you are hit.

                                The boss is still somewhat of a challenge, and seems to resist my Bigby's occasionally, which is cool. I noticed bosses now give a lot more XP (200+) which is nice as you feel rewarded after such a tough fight and probably using a few potions.

                                The cursed gems are also a nice touch, and my first trip through I took them without realising and nearly died on my way out. Kudos to whoever thought that up!

                                Having an 18th level in the party makes risk of death quite low here, but I imagine for level 12-15's it would be very tough, and practically impossible to solo.

                                Suggestions: The dart traps need to do *some* damage even if you make the save. I would suggest Reflex DC 25 for half damage, as I picture them more like a hail of darts. Those with a high Reflex save like me can actually just run over it since it is save for no damage. Only Rogues etc with Evasion should be able to avoid the damage completely.
                                UTC+8
                                Yes, I realise my RP writing sucks. Just be thankful I keep it short

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                                Thalanis Moonshadow

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