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Post by FunkySwerve on Mar 16, 2006 4:10:27 GMT
I'm starting this thread for suggestions as how to best reduce the difficulty in the illithids to a sane level. Anything is fair game, and though I now have a lotta ideas, I'd like to hear what you have to say first. Thanks, Funky
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Post by fusa on Mar 16, 2006 4:30:11 GMT
clarity pots in item shop! item to protect from the 500+ positive damage in final fight (or reducing that to a much lesser amount reduction in respawn times in some areas
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Post by halaster on Mar 16, 2006 4:53:56 GMT
1st of all gratz on a zone that looks really cool and was quite fun even though a bit over the top atm Cloners definatly could use some tweaking Potions or wands of clarity either in shops or in some good lootable amounts somewhere Increase respawn time some might be a good idea And last but not least we need to rethink gearsetups a bit again
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Post by holla on Mar 16, 2006 16:00:13 GMT
A good addition to the server with some nice touches in my opinion, particually like the grav attack . Anyway I'd to say say firstly that even though the area was very tough I feel it important to keep in mind that this was a first run through and recall having similar experiences in the Sithrak areas when first trying to get through them, Ssith runs now tend to be successful as poeple have learnt the correct gear setups/tactics/spawn points etc... and this will be a factor to consider when decreasing the difficulty here. Increased respawn time for mobs and a lessening of the positive damage from orbs (possibly half of current) will help a great deal, other than that, possibly reducing the amount of skrills(i think thats what they called) the cloners produce would help, maybe limiting the number cloned golems from each tube to be a max of 2 at a time. Another issue was with the areas that needed to be ported into, the spawns were appearing before the party could enter these areas and this was causing ppl to die before the rest of the party could port in to help (altough this may have been through players attacking before they should and thus splitting the party)and could be addressed. The illithids that dispell could have a decreased chance to succeed, this would help alot to keep upright as stunning could be reduced as a direct effect of this. With regard to adding adding scrolls/potions to shops I personally feel this isn't the way to go to, not having the potions/spells available to all classes is surely a good thing for the wizards builds out there (who tend to have tough time anyway)as they would be very handy addition to any party wanting to do this run. I recall that any ideas regarding a stop to scrolls sharing would be welcomed. Making lvl 7,8 and 9 scrolls non transferrable(as with AA arrows) may be a way around this, these scrolls would need to drop more in loot to make up for this imo. This would also have the knock on effect of stopping ppl scribing themselves GS scrolls to use with classes that shouldnt really have them, again this step would be a positive for wizard builds imo. Another idea could be to make the Shapestrong and Dragon forms immune to the grav attacks due to their weight (could possibly be extended to large chars eg halfogre and mino too). Anyways, as always no idea if anything I've said is in slightest bit useful. All the best Holla.
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