Reward Rebalance for level 8 questers
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We'll see, thanks for the tips.
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I actually disagree with the 350gp to 450gp, that is too high.
Rather than do a flat sum, give the HARD opponents item drops, such as GP or scrolls or gems, that have value. So if they DO spawn, you can loot their body for more rewards, but if they DON'T spawn, then you only get the normal quest reward.
So, things like Huge Centipedes might get a gland that produces healing/restoration. Dispelling druids might get a healing wand drop. The Rangers might get arrows that can be sold, etc.
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Hanse quest is a godsend of xp for a low lvl when in the company of people close to the max level of the quest.
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We attempted Frost Giants. 5 people, lvl 7, 8, 9, 9 and 10.
At lvl 8, I received 17 exp pr Frost Giant Shaman. I doubt the quest will be done again, until it is altered, as the risk vs reward is not there. -
What about other rewards?
What was your total XP gain? -
we killed 4 before half the party died.
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Frosties spawns were buffed when levels 9, 10 and 11 characters were smashing it.
Now that we're down to max level 8 or 9, the quest is surely to be incredibly hard and not worth doing.
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I'll look into it.
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Quest: Stoned (Smugglers in Sewer)
Quest-giver: Independent Mercenary (Sewers)
Level range: 5-94 players:
1 Fighter(lvl 9)
1 bard/fighter (lvl 7)
2 wizards (lvls 7&8)Supplies used (as a lvl 9 fighter):
2xStoneskin
2xGreater Potions of Barkskin
2xHaste
5xShield
3xBlur
Martial Stone: Strong (All 10 charges)
Martial Stone: Moderate (All 10 charges)
10xSerious healing potsReward(To the whole group): 1700 gold(including the drops, 300 each from the quest giver)
6xCure Critical
6xCure Moderate
6xCure light pots
Some minor trinkets and gems. No bloodstones/bleakstones
XP gain(as lvl 8 ): 500 (353 XP at the end, 3 for thugs, 70 for the leader.)Summary:
The Quest has a nice atmosphere, needs you to bring your A game to get to the end. Has a nice dialog and good details in the area.There were four arcanist in the quest which kept on spamming dispel at every encounter. The rooms are tight and it's hard to make across and target the arcanist, making it certain they'd get to use all their spells before the end. The bandits themselves use many of the supplies they carry before you bring them down.
At current point, I don't think the quest is worth it in terms of risk/reward, and this may be why nobody wants to do it these days. Possible solution would be to add unique, good loot, wands of healing, up the gold reward. Adding bloodstones/bleakstones there too to attract the scummy side of Arabel.
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This quest is only doable with a non high level group. It scales up too high in difficulty without corresponding increase in few rewards. Possible fix is to give tougher mobs better loot drops so if they do appear, there is a larger reward as well as larger difficulty
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@MeanToad:
Quest: Stoned (Smugglers in Sewer)
Quest-giver: Independent Mercenary (Sewers)
Level range: 5-94 players:
1 Fighter(lvl 9)
1 bard/fighter (lvl 7)
2 wizards (lvls 7&8)Supplies used (as a lvl 9 fighter):
2xStoneskin
2xGreater Potions of Barkskin
2xHaste
5xShield
3xBlur
Martial Stone: Strong (All 10 charges)
Martial Stone: Moderate (All 10 charges)
10xSerious healing potsReward(To the whole group): 1700 gold(including the drops, 300 each from the quest giver)
6xCure Critical
6xCure Moderate
6xCure light pots
Some minor trinkets and gems. No bloodstones/bleakstones
XP gain(as lvl 8 ): 500 (353 XP at the end, 3 for thugs, 70 for the leader.)Summary:
The Quest has a nice atmosphere, needs you to bring your A game to get to the end. Has a nice dialog and good details in the area.There were four arcanist in the quest which kept on spamming dispel at every encounter. The rooms are tight and it's hard to make across and target the arcanist, making it certain they'd get to use all their spells before the end. The bandits themselves use many of the supplies they carry before you bring them down.
At current point, I don't think the quest is worth it in terms of risk/reward, and this may be why nobody wants to do it these days. Possible solution would be to add unique, good loot, wands of healing, up the gold reward. Adding bloodstones/bleakstones there too to attract the scummy side of Arabel.
This is what I like to see. I will look into this.
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Quest: Azer's Secrets
Quest Giver: The Azer.
Level Range: 5 to 9Six players:
Bard: Level 7
Wizard: Level 7
Wizard: Level 8
Two handed fighter: Level 8
Towershield fighter: Level 7
'DK Build' Druid: Level 7
Supplies used:
1 stoneskin potion
9 critical cure potions
8 healing wand charges (Cure moderate 10)
4 blurs (Level 9)
2 bless potions
2 divine favor potions
11 serious heal potions
4 martial stone charges (Level 7 stone.)
Three barkskin potions
11 shield potions
2 speed potions
4 elemental protection potions
Reward:
1200 gold to the whole group. Two players used almost their entire healing. The mages were breaking out consumables. No notable quest rewards except a ring and some gems. Many useless outdated master crafted weapons or rubicite tipped spears.
5 elemental protection potions as well.
Summary:This quest has an interesting gimmick, but I do not forsee ever doing it again. 1200 gold split between six players is a very poor payment, considering I used over 1500 gold in consumables to even survive it. The moles are extremely frustrating to fight due to their high AB, sneak attack, and high hp. Compounding this, they are tiny models. They also have damage immunity! It is like fighting orcs except ten can swarm you at once while only two or three players can meele at a time. Two of our players died due to pathing issues caused by the moles, who have much larger collision models then their size suggests. They would be path bugged into a horde of the moles and die immediately. Attacking the Albino dire moles was like fighting something along the lines of a cat sized Cormyrian mountain bear.
Also, it drops backspawns which kill your party after you are already exhausted from a fairly difficult boss fight. I counted over two dozen moles, several fire elementals, and the gnome priest which engages your party all at once.
This quest requires either a massive increase in reward, or a descaling of the mobs, particularly the moles for me to attempt it again. Our party was not particularly optimized, but even if it was, the reward would have been paltry.
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Quest is fine. Poor tactical leadership is the issue. Those miles have a dire weakness to exploit.
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@SpiffyHas:
Quest is fine. Poor tactical leadership is the issue. Those miles have a dire weakness to exploit.
The moles are the easy part of the quest. It's HUGE earth elementals that'll get you.
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Problem is you didn't take your local barbarian with his collection of mole whackers and DI.
But yes, the rewards on this quest are pretty horrible.
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@SpiffyHas:
Quest is fine. Poor tactical leadership is the issue. Those moles have a dire weakness to exploit.
is this weakness something that you need to know about before you arrive and prep suitable spells for?
or is it something that you can assume that you would be prepared for without metagaming the spawns?
I ask because I haven't a clue (but might guess) what it is and the only way to find out is the hard way (or ooc).
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@cadiz_stoker:
@SpiffyHas:
Quest is fine. Poor tactical leadership is the issue. Those moles have a dire weakness to exploit.
is this weakness something that you need to know about before you arrive and prep suitable spells for?
or is it something that you can assume that you would be prepared for without metagaming the spawns?
I ask because I haven't a clue (but might guess) what it is and the only way to find out is the hard way (or ooc).
You'd need to know what you're getting into beforehand truth be told.
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Would seem a decent idea to me at least if the quest giver's hints or headsup to this of sort of thing? allow those who's character are trying to be the tactical leader type chance to think and prepare during the quest without having to metagaming.
similar to things like in orders relay the scout warns you about the orc backspawn and in warehouse the slave gives you head up about others coming.
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Adding hints in the convo is an excellent idea, I will make a thread for it.
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Yes, I realised yesterday that bringing more the the absolute minimum of people on quest seemed to kill XP gains. Especially at level 8.
This is a bug then, because taking more people (beyond 3 anyway) should gain you X% (don't remember the numbers) more end XP per extra character over 3.
example, assuming you get 5% extra XP per extra party member above 3 on a quest:
1, 2 or 3 party members = 100% XP
4 = 105%
5 = 110%
6 = 115%
7 = 120%etc.