Rebalance Spawns for New Lvl Balance.
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This is not a post, that will discuss whether the rebalancing EXP and level ranges are good or bad.
However, I wish to argue for the point, that BECAUSE of the dramatic fall in lvls and power (Less high lvls equals less loot from high lvl quests, which equals less powerful PCs), the server is just too damn dangerous. People are STUCK inside the Citadel, and only leave it on dm quests, or straight to and from quests.
Only quests being attempted, at lvl 4-8, because until lvl 8, people cannot survive anything else, and at lvl 8, the risk of losing lvls on higher lvl quests, means alot more time trying to get the level back.
I have in the last month not seen a SINGLE exploring party. And I will not make a sending for one either, because any slightly unlucky spawn outside the citadel means I will be dead.
We knew this would come eventually, as the changes have taken effect, lvl and power wise. So, I believe it is time to:
A: Rebalance any lvl 7-12 quests, so they do not simply collect dust.
B: Lower CARES spawns for exploration, so we medium lvl adventurers can adventure, involve lower levels outside the city walls, WITHOUT a DM, PC Army, or certain death.
C: SEVERELY rebalance rewards on high lvl quests. As you no longer gain much exp, there should be something else balancing the risk. -
I mean…I do solo exploration because I can stealth around the server. I specifically don't bring parties with me because I can't guarantee that I can keep them alive.
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PC's power levels haven't changed, they just level slower. The true power of the server is consumables and everyone still seems to have stacks of the key ones. If shield potions were super rare and expensive to make then we would have to talk about balance.
That being said, if quests aren't getting done its likely do to the reward not being good enough for the risk. We are constantly looking at this stuff, but it takes the community as a whole to find these issues, and there will always be issues to find.
Point is, if you have issues with quest a, or quest a-g, specifics of what you think is wrong with it helps a bunch.
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I don't really see a problem, people only really slow down at leveling once they hit 8, and that's the average level of the server anyways. The power hasn't gone down.
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Less above lvl 7 pcs.
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Less well looted characters, as loot comes from higher lvl quests.
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Far steeper penalties of death. EXP above lvl 6 has increased in value dramatically, since EXP is harder to come by.
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Less motivation from exploring (Less EXP from spawns, means less desire to "risk" the fight.)
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As it takes longer to return to the lvl you die from, the risk vs reward for travelling the wilderness has changed. And as less high lvl characters can accompany you, you are in more danger than you were in the past.
My point is, we should always encourage more exploration, more adventuring, less "too scared to move" activity in the spire. Now, I am uncertain how the main US timezone is, but in the Euro Time Zones, I see very little, if nothing at all, exploration, because people are scared of losing EXP, that takes longer to gather.
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Not entirely sure if this factors into people not doing things, but me and my friend can make new characters, and aslong as we do up to the 1-5 quests together, we both hit level 4 in a day. That said, we can technically make a sending and go on a 4-8 quest at that point, but..we don't even have 1k worth of gold yet, any consumables outside of healing potions, or magical gear that gives more than a +1 to a saving throw. When you're 2 maning Gilmore's tower, and the normal boss has +12 to hit with magical damage and spams hold person 3-4 times, I guess that could scare people from doing higher end quests until they are optimally decked out in gear/consumables?
I've been on this server for several years, and while not the oldest or most competent player, I've always had that knacking thought in the back of my head saying "Quests on this server are based on an optimal build." I.E. You must have a decent spell caster and buffs, you must have a fighter with no less than fullplate and AC consumables if they don't have a shield, etc.
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The server is so not dangerous anymore. It's like CoA with kid gloves O.o Monster that used to be feared party killers (Stag beetles, Half-orc Bandits, Goblin Chieftains ect) are ether a joke now, or no existent anymore. If anything, it needs more danger and adventure, not more nerfs.
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Stag beetles and half-orc bandits are still some of the deadliest mobs on the server. The latter is why I don't bring people with me >_> One half-orc bandit can wipe the party.
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.>
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This is better placed in the suggestion forum, btw.
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The server is so not dangerous anymore. It's like CoA with kid gloves O.o Monster that used to be feared party killers (Stag beetles, Half-orc Bandits, Goblin Chieftains ect) are ether a joke now, or no existent anymore. If anything, it needs more danger and adventure, not more nerfs.
You are 100% correct.
The difference was back when it was dangerous death ment you lost everything not just a level but all your gear to.
You also had far far less gold and consumables you didn't get a level 12 barkskin pot that gives you a massive ac boost and lasted the entire quest.
You had to pay up to 10k gold for some +1 armor.The simple reason why everyone had been getting to higher levels and why the server is frankly a joke difficulty wise is the magic item inflation without the corresponding level cap increase.
Hammering the XP gained by going adventuring outside of a scripted quest is one of the worse ideas yet,exploring is a gold sink but you gained XP now this has been removed it is just a net loss all around without DM over sight and added rewards.
So please stop sticking band-aids on a gushing artery and fix the base problem that adding all the powerful gear and over powered potions has caused. -
The server is so not dangerous anymore. It's like CoA with kid gloves O.o Monster that used to be feared party killers (Stag beetles, Half-orc Bandits, Goblin Chieftains ect) are ether a joke now, or no existent anymore. If anything, it needs more danger and adventure, not more nerfs.
Tell that to Dire Tigers, Half Fiend Warriors (un-nerfed), PACKS of Stag Beetles, Elder Beast Fragments, Huge Earth Elementals, Fire Giants, Githyanki Holocaust Warriors, packs of Dire Crocs/Giant Squid, and more that can EASILY wipe a party, and are all found in regular areas, OUTSIDE of quests. Some as few as 2-3 transitions from the city.
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You talk like we do not play on the server or we don't watch people playing. We do so regularly. The things you list there are hardly regular spawns though. PACKS of Stag Beetles.. not really a problem as they are not as strong as they used to be. Elder Beast Fragments.. a very very rare spawn. Huge Earth Elementals.. yes I love these. A pack of 4 or 5 makes a great fight. Fire Giants… only seen one in one of the most known dangerous places in the Underdark. Githyanki Holocaust Warriors.. not seen out outside of a quest. Packs of Dire Crocs/Giant Squid... yes; deep in the Underdark underwater. Dire Tigers, great spawn to take on with friends. Half Fiend Warriors.. stay out of the lair of temptations and you will never see one.
There has to be danger. There has to be places to go that challenge you. You might sink gold into potions or what ever to get there.. but you might also have fun and find that missing piece of the ritual you need, or have a great story to tell with in the spire, or many other of cool things can happen. Why do you feel you need to be or are entitled to be rewarded every time you go some where? -
Githyanki Holocaust warriors spawn in packs in the lava tunnels in the underdark. Also Greater Volcano spirits.
Three of the other most dangerous areas Jadraxians Tomb, Clar Bandas Tomb and the Redwood just don't get visited for various non spawn related reasons
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Leave the spawns as they are, we've not had alot of time to gauge how balanced it is.
But I will say there are certain areas I have been to in the last few days that are potentially VERY OP for most groups…
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I do think it might be worth considering removing Horned Drakes from the Eastern Wildlands and Star Water Gorge maps. Those f*ers have true seeing (I think?) and hit like trucks. Maybe just move them out a map area or two from the Citadel.
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[Throws the job at puffy]
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I do think it might be worth considering removing Horned Drakes from the Eastern Wildlands and Star Water Gorge maps. Those f*ers have true seeing (I think?) and hit like trucks. Maybe just move them out a map area or two from the Citadel.
Sounds exciting! I will look into the CARES for this