Quest: Lumberjack Werebeast track
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Was not sure if this was a bug or a suggestion or where else to place it.
Four of us decided to do the Lumberjack quest. We ended up on the Malar path. First thing into the door a werewolf and Greater Werewolf swarmed the entrance. Wiped out three of the four characters. By the time we got to the second opened area with in the caverns we had all but used up all the supplies.
I noticed that the Bandits do not attack till one gets killed.
Some of these things has a damage reduction of 10, at this lvl quest that is bad on players.
I was lvl 6 and the regular hostiles had 0 xp. Highest was 10 from the larger of the werewolves. The Final Boss and Werebat on the way out had a decent xp to them.
On the way out we were ambushed by Wererat Scouts. At this point we had nothing left. We barely escaped. We came back to Arabel in Near Death and Badly Wounded status. Great if the Bloody Dogs wanted to kill us in one hit each.
Loot was interesting but not all that useful to what we had to go through to even get such. Final pay was 86 gold each when I had spent close to 900 in supplies.
Now it was a fun change. But these changes are far to deadly and expensive to ever do the quest again. It acted like a 7-12 lvl quest in my opinion. Without the loot and gold of one.
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Your loot was amazing and appropriate for that level range. Bring someone who can cast MW. This is frankly standard quest fair, and moloch probably intended for people to have it.
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Actually, we all had weapons that could do damage to the lycans, or we'd not have walked out at all. As it was, only one of us did not fugue during the quest. The xp and loot did not seem appropriate for the risk and amount of consumables we needed to use.
I'm not saying that it was not fun, just that the risk -benefit ration is way off.Just an opinion :-)
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A greater werewolf in the first room? seems like a balance oversight those things are rather deadly for a level 2-6 quest.
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@SpiffyHas:
Your loot was amazing and appropriate for that level range. Bring someone who can cast MW. This is frankly standard quest fair, and moloch probably intended for people to have it.
Yes the loot was awesome for its lvl range, but it did not seem like it was that low of a lvl range. I said it felt like a 7-12 lvl quest though. That is the problem. And how often can you bring along someone in that lvl range just for a Magic Weapon spell?
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Magic weapon can be gained from various items within the game which are not rare and should be a standard thing to have around from… level 2 onwards.
But, a greater werewolf -sounds- over the top, but not knowing exactly which monster this is (name doesn't neccassarily relate directly to a specific monster) I can't say for sure. Moloch would have top pitch in.
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Only way you could spawn a Greater Werewolf would have been if you had
A). A huge party.
B). A mostly level six party.Since that particular wolf is CR 6 and should never spawn more than one time per encounter.
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I should look at the gold reward too. 96 gold for a lengthy low level quest like this is too low.
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I think I was the only lvl 6 out of a party of 4.
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You were the only level six on the way out. On the way in there was myself as well.
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It used to be good gold because you could sell some of the masterworked weapons and armors at the end to the kests which'd bring up the total payoff to around 150 gold per person, but the kests had their buy cap lowered so the payoff for the quest is bad again.
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We found three ironwood armors, only one was sell-able.
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What is kind of odd recently is that lots of non-magical quest-dropped loot is no longer sellable at all. Masterwork items, loot armors that are craftable, lesser magic items that used to be sellable…
A bit SoD-breaking that no merchant ever wants those boots of disease resistance, IMO
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What is kind of odd recently is that lots of non-magical quest-dropped loot is no longer sellable at all. Masterwork items, loot armors that are craftable, lesser magic items that used to be sellable…
A bit SoD-breaking that no merchant ever wants those boots of disease resistance, IMO
Yes, I for one rather sell such items for gold splitting than to just keep dumping X thing into chest that is far better than what I have but could not use. And the next lvl 1 character comes along, takes it, and they has better loot than me just cause he was able to use it.
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Not sure why items from the crafting system are spawning in the treasure system unless they were specifically added to the loot table, which would seem slightly strange. Where are these? If the masterwork items are from the Azer quest, I already know about that, but if there are other none sellable masterwork items dropping, those should be reported really, as it's something that the team needs to look into.
Masterwork items shouldn't -really- exist so far as I know, they are an outdated set of loot that has little place in the current server, as is evident by people simply wanting to sell them. If DMs wanted to place down 'treasure' items in the form of weapons and armour that are just intended to be sold, for the point of making it more intersting than just getting gold coins, then there are other ways to do this, that allow more control over it.
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We need the "masterwork" items though because some quests do still use them, so do lots of NPCs, and vulcano's treasure system which has some utility but isn't meant as the main rewards on quests.
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I've gotten quite a few ironwood shields of various sizes (got one of each, the whole set on one quest once! :D ), which I assume are craftable from Ironwood.
I have no problem with craftable stuff appearing in loot tables every now and then, it adds up the 'life' of the place that you can actually find something that someone could also make.
There's a suggestion on making masterwork items actually worth something as loot, preferably low-level loot. Right now an MW Bastard Sword gives 1 extra slashing damage, which isn't horrific. I'm wondering if it'd take sockets from the socketing tool though, or if that 'ability' prevents it from ever getting sockets.
Also, it would be fun if I could take it to a wizard PC who could then take the time to enchant it 'to my spesifictions' with, of course, requirements for rare reagents, gemstones, souls of the unborn, hair of the Lady of The Lake, what have you…
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Those Ironwood found on quests are not the Craft-able ones….Craft-able are far better.