As I see it, the dungeons were said to have gotten harder, though this is simply not the case, in fact the last time they were revamped ... it was really like a devamp ... made everything easier but put in a bunch of mobs with knockdown. It's easy to get past dungeons when their difficulty is based around a single cheese mechanic.
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Originally posted by Fuzziebunny View PostThere are plenty of healers around. Healing is not a problem at all from what I have seen. Really, dungeon's don't seem to be made for power builds. Honestly, I have the weakest level 20 in the game and I can solo most places if I put armor on.
Blame my skill - I do it. But I really can't. At all. If it hadn't been for Adama's incredible mad healing powerz, Jo'd be a corpse in the new Argyle Keep.Johanna Patson:"Take a chance! All life is a chance. The man who goes farthest is generally the one who is willing to do and dare."
(Original quote by Dale Carnegie)
Krystl - Undefeatable
Ranahlee: Perpetually Perplexed.
Sylvain Enoic: Young paladin of Tyr.
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Stalking on the mountains, clutching a jeweled meat hammer, cometh Sypthe! And they give a vengeful bellow:"I'm going to hump you so thoroughly, you will drink poison and piss honey!"
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Classes have been buffed while some dungeons were debuffed. Some may need to be re-tweaked but it's a fine line -- a few people say it's too easy and another group gets slaughtered. If Whurest is not a true challenge I would be surprised, but it's not hard for us to increase the difficulty.
Icewind Dale is going to be around Whurest level (20+). Of course you have to navigate the spine first which is 16+ ish.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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Originally posted by Mournas View PostAs I see it, the dungeons were said to have gotten harder, though this is simply not the case, in fact the last time they were revamped ... it was really like a devamp ... made everything easier but put in a bunch of mobs with knockdown. It's easy to get past dungeons when their difficulty is based around a single cheese mechanic.
The last major revamp was done by me last year. I was asked specifically to remake the monsters on a color-based system. The most common critters (white names) were designed to be push-overs, where a non-power-build PC of appropriate level should have been able to take on two or three at a time and still win without much risk. The model was, if you're going through an area and not going off the beaten path, you'll mostly face whites and greens and have almost no risk of death (if you're the appropriate level).
This was originally tied to GBX's "in the works" encounter system revamp. As that wasn't ready, the monsters were implemented using the old trigger encounters in the manner you see now. But the spirit was the same - make the average grinding encounter winnable and easy for non-power-builds.
Now there's a few dungeons out there like Whurest where people wanted that challenge restored, so it was brought back closer to the original difficulty. But most stuff is designed to be easy. Not sure where the idea that things were being made harder came from - this was the most recent major critter revision I know of."Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
-Bill Maher
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be nice if there was a way to by pass the 16+ climb for higher levels. keep them from spawning large numbers of mobs and leaving them for those that should be there.
One thing's for sure we should not be setting difficulty based off Andelain. :P
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Originally posted by gbbishop View Postbe nice if there was a way to by pass the 16+ climb for higher levels. keep them from spawning large numbers of mobs and leaving them for those that should be there.
There's already 2 totally viable paths up to Whurest. One is just running up from the Caravan Outpost, up through the Cold Climb, etc. The other you just take the caravan to the Grizzly's Embrace area, then run through the Frozen Ruins. They meet up in the plateau right before the Cold Refuge.
e: Which means you'll see at most 1 spawn that both paths share.Aleister Kimaris - Dragonblooded Knight of the Northern Watch
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Im fine with the way the spawns are now. They are reasonably survivable even for non-optimized builds, which gives players more incentive to make Roleplay choices in their leveling. My greatest fear for these dungeons is that they will become too mmo-like, ie force people to optimize builds and requiring a tank, dps, healer tripod in order to make it through.
Thats just my opinion though.
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That's why they were scaled down: to enable solo play for those in weird timezones and so RP builds could complete them. However, I think we've gone too far in the wrong direction, given that it's pretty difficult to build a "bad" character on Sundren now (you're welcome).
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Originally posted by Lotus View PostThat's why they were scaled down: to enable solo play for those in weird timezones and so RP builds could complete them. However, I think we've gone too far in the wrong direction, given that it's pretty difficult to build a "bad" character on Sundren now (you're welcome).
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What my level 20 commoner can solo the abyss?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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Originally posted by Lotus View PostThat's why they were scaled down: to enable solo play for those in weird timezones and so RP builds could complete them. However, I think we've gone too far in the wrong direction, given that it's pretty difficult to build a "bad" character on Sundren now (you're welcome).Anton Kevali - Just happy to still be alive, and not to blame...
Sandalon Balachem - Holy Knight, and Companion of the Noble Heart
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Well then just a couple of super challenging dungeons added to the mix that you really did need a powerful party with optamised members would be cool. I just don't feel like there's a lot of challenge right now. The groups I join pretty much stomp through areas without any trouble and rarley ever even need healing.
If I had my wish, more dungeons would have villians like those vampires you fight for the Blackwood Contract, save that they would have far less HP. Those things hit like freight trains, and if their HP and AC were lower, that would be a huge perk to support characters without reducing the need for tanks 1 ounce. Heavy hitters like 2-handers and barbarians would actually have a use. Healers would have a use.
To be fair though, groups mostly visit the same few dungeons, and there's quite a few I haven't even been too, so im not sure if Wurest, Mossdale and Argyle are a good representation of dungeons across Sundren. Those are the only 3 people generally take Abby too.
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One of those vampires in the Blackwood contract seemed a little bit overpowered damage wise. I saw one character with 330 hp basically get cut down in less than a second. The character claimed they did back to back crit damage of 180 damage. I don't think any healer could heal through that."Thanks is best given in the form of gold." -Kyle Rendell
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Originally posted by Handsomeman View PostOne of those vampires in the Blackwood contract seemed a little bit overpowered damage wise. I saw one character with 330 hp basically get cut down in less than a second. The character claimed they did back to back crit damage of 180 damage. I don't think any healer could heal through that."Service to a cause greater than yourself is the utmost honor you can achieve."
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