The Quests That Are Way Too Easy
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Boost part one bosses fortitude. I slay living'd her almost every time I did it on Mum, turning the hardest part to a cake walk.
I have to agree with golw here for the most part though.
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@AWESOMEMAN:
I would like to see a high-end invasion style quest. You know Waves Against the Grain? That's a quest that's either a cake walk or a nightmare, even for generally prepared groups. If you don't kill the orcs fast enough, or a couple slip through, suddenly the entire thing is going to turn into a nightmare. We should get a level 12 scaled one that has outsiders or devils attacking a nexus point, that players aren't supposed to actually succeed at, but will give a scaling reward for time survived. Or something.
Yes please.
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Its always either too hard or too easy.
One of the main reasons from my perspective is; Either the mobs can't touch you, or they'll 1-round kill you.
Buffing most of the mages with "cheat-cast" etc so they can go straight to the dispelling is not a good solution in my opinion.
I'd rather see things that can actually hit you when you're at 30-35 ac without rolling a 20 but still giving you time to react.
I will elaborate;
Most of the monsters I've ran into that will hit you often even when you are around 30-35 ac also hit very hard, ~30 damage per hit.
This generally means one crit and you're done. What I'd like to see is higher ab and less damage on the quest monsters.
If more monsters start hitting more often but instead hit for ~15 damage it will become more challenging but you'll still feel you have more time to react.
It will also make barbarians more viable as frontliners instead of really gimpy flankers as they are right now. -
@AWESOMEMAN:
I would like to see a high-end invasion style quest. You know Waves Against the Grain? That's a quest that's either a cake walk or a nightmare, even for generally prepared groups. If you don't kill the orcs fast enough, or a couple slip through, suddenly the entire thing is going to turn into a nightmare. We should get a level 12 scaled one that has outsiders or devils attacking a nexus point, that players aren't supposed to actually succeed at, but will give a scaling reward for time survived. Or something.
Yes please.
There is Defence of Durmoth though, but the reward is too low on that one compared to the difficulty.
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Of course quests will easier for some parties than others - This is not what I am trying to get at. The loot level of the server has gone up considerably, while the quests have not changed much in difficulty, creating balance issues.
I'm really looking to hear from the average quester, not established questing teams with excellent party composition.
What quests are you going through with minimal consumables? What quest bosses have become humorously easy? In short, what quests have become much easier then they were several months ago, before the loot levels were increased?
I get that people on average -like- having easier quests, but your feedback will help ensure we don't change the wrong quests/monsters. We are -going- to be adjusting things and are asking for player input.
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I will hopefully start playing again soon, so you can expect some input on this.
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As an average quester, I can't name a single quest that is easy (not counting some of the lowbie stuff). All the quests are fun and I recommend everyone do them all at least once. For me, loot level does not make a quest any easier. I can have a vorpal sword of slaying, but would still die to an orc crit.
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@Khamal:
As an average quester, I can't name a single quest that is easy (not counting some of the lowbie stuff). All the quests are fun and I recommend everyone do them all at least once. For me, loot level does not make a quest any easier. I can have a vorpal sword of slaying, but would still die to an orc crit.
So you are saying that the orcs won't roll with the punches?
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The irony is that khamal has had more level 10 PCs than me, CB and Dobby combined.
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To be fair, I've only been on CoA since april, but in that time I have had 3 PCs hit or eclipse 10 and only 4 including my current fall short of 10 (who all reached 9 except my current) but in my honest opinion reaching 8 is incredibly easy.
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I've maintained a level 9 character for 24 hours… that was the highest I've ever gotten
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I get to high levels because I like to quest, and I usually quest with a competent party.
I wouldn't say quests are easier because of loot (for me), but rather they are easier because they haven't changed in years and they are easily metagamed and we all know what to expect after playing Mertoi, Tyche Shrine, Swamp Barbs etc for 8+ years.
If anything, quests could use some random encounters, traps and mix up the enemies once in awhile. Mertoi could have orcs one session, and bugbear assassins the next or elite goblin warriors/mages.
Another example of an updated quest is Silent Song. It is challenging now because lycans and alot of dispels.
Another one is Lumberjack. The lycan path is a nice change of pace from years of disgruntled animals or weak goblins.
Problem is, the challenging quests are out there but are rarely done because no one knows about them. Example: Helmlands Cave, Yaesol Investigation, Crystal Caverns or Dead Cold Up North (which last I did it could use some love. The masses upon masses of ice zombie hordes get to be a bore without xp)
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Add some elite orcs and casters to Mertoi and you'll find it becoming challenging all of a sudden ;)
Also, a huge issue for me when considering quests that i do not do is travelling time vs rewards. Why would i do a quest that you need to spend 15 minutes just to reach and gives shitty rewards comepared to the quest next door that gives good rewards.
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Yaesol is a quest I enjoy and every time I suggest it people refuse to go lol.
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Haven't done it since start of V4, but in V4, it was simply because of the time it took to get there. I don't even know where it is now.
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It's relatively close.
I would say the BIGGEST reason people struggle on quests aside from not using consumables is doing quests that are simply way too difficult for them at the time. I don't know how many times I see a bunch of sixs and sevens go and try to do a quest like slaad or azer and think they can handle it because they have one level 9 and then they get absolutely steamrolled. Quests are balanced so that you do them when you're at least in the middle of the quest range IMO. Two level 3's probably shouldn't be trying to do the home alone quest, so why would 4 level 6's try and do something like mertois? It's something that can be easily avoided by doing quests you're more capable of handling.
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One quest that needs a serious boost, is the Tychean Quest. The end fight has become more challenging. But the spawns on the way to the final room, are always so easy, and even at lvl 2 or so, never give more than 1 exp or so. That aspect could use a serious boost.
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Olouth, that quest has a fairly low reward. It's not meant to be hard and is better off being an easy quest for lower levels. The balancing for a higher level party could be stronger, but level drains already make this quest balanced enough for the resources and reward.
Let's not split hairs. It's always good to have 1-2 quests that are easy to access and do in each set of ranges in a group. That way people can be included.
The typically hard stuff in the module should be open dungeons, not scripted quests IMO. If people want more challenging stuff that could kill them, I'm sure that the DM team could be happy to brainstorm some lairs of unfairness and PC tears. Especially so, if they create a script that makes respawning in the dungeon area impossible.
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The DM team doesn't want people ending their PCs because they die in a dungeon. There are already multiple high risk dungeons, the thing is that they're low reward in terms of loot but very high in terms of xp. The way I see it, questing is supposed to be profitable, while exploration, DM quests, and PvP should be a drain. That's why you stockpile from questing. If we're talking about ramping up quest difficulty though, I think anything 1-5 and lower should be left out of the discussion. It shouldn't be challenging or take more than an hour or two to hit level 4.
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yep. we only really want people to DIE LOADS after level 7. well not want, but, we like the average to be -around- 7, so deaths help keep it like that