Suggestions: Monster tweaks
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@Latok said in Suggestions: Monster tweaks:
Black Adder:
Spawned in a group of 4. Every bite has a DC 12 to be poisoned and a DC 15 to be diseased. I feel like one or the other would suffice. The disease is a powerful one as well. I lost 4 strength when it kicked in and damaged my abilities.
Removed On Hit: Red Adder Disease. Lowered AB, Lowered HP
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@Puffy said in Suggestions: Monster tweaks:
Trolls
- High AC and high AB, Forest Trolls with their call lightning spell may be over kill
Reduced Spell casting level and spells (Still has call lightening though)
Reduced AB, AC, HP, and Damage potential/Strength -
@V-Rage said in Suggestions: Monster tweaks:
Hyenas are a bit too powerful, fear howl, decent AB and spawn in high numbers with powerful gnolls.
Lowered AB, AC, and Damage potential. Significantly lowered HP.
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@V-Rage said in Suggestions: Monster tweaks:
Mountain lions could be toned down a bit, they have 3 attacks around at 19/14/9 AB
Drastically reduced AB, Damage potential and HP. Only 2 APR now as well.
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@Ruler said in Suggestions: Monster tweaks:
Beech Treants
- High ab/dmg/attacks with dmg red. Requires a group to kill, otherwise avoid at all costs.
Lowered Damage potential. Significantly lowered HP. DRASTICALLY lowered AB and reduced from 3 APR to 2 APR
Skeleton warriors/chieftans
- Average dmg output is a little to high, usually 15-20 a hit. AB might be fine
Undead getting a complete make over as a group. Currently some being used are vanilla some are custom
Zombies
- These have always been very tough but I like the direction of it. Generally they hit for 10+ dmg, a deeper variety of zombies would be cool moving forward. I know most people struggle with these when spawned in med-large amounts.
Undead getting a complete make over as a group. Currently some being used are vanilla some are custom
Frost Giants
- I've spawned these a few times, generally they come in twos. I understand they should be difficult but I'd maybe limit it to 1 frost giant and two lesser creatures. High ab/dmg/hp.
Let @Puffy or I know where the spawn is and we can review the number. We have multiple Frost Giant types so let us know the exact name please. Giants as a category will be getting a complete make over
Lizardmen
- The lowly spawns of these could be a little stronger imo. Low AB/Dmg.
Enjoy it while it lasts!Thanks for the feedback. We'll revisit the new creatures to increase their challenge at a later date however. :PGhosts
- Insane ability to spot stealthy pcs. Their attack involves a reflex save for an average of 20+ negative dmg. Depending on dc, this may need rework
Undead getting a complete make over as a group. Currently some being used are vanilla some are custom
Bandit Warden
Poison arrows with high ab, spawned in droves in the bandit hullack quest behind barricades is most unpleasant. I'd suggest lower hp if you wanted to keep their spawn number high so that a fireball is mostly a quick answer. Otherwise lower ab. Dmg seemed fair
Lowered AB, AC, HP. Still dangerous but less so.
Displacer Beast
Spawns in 3's in the helmlands and high crimmond. Disarm spaming is a bit much
To confirm I think you mean Dirlagraun not Displacer Beast (they look the same though)
Let @Puffy or I know where the spawn is and we can review the number.
Lowered AB significantly and reduced APR from 3 to 2. Will still attempt disarm but less overwhelming. Please advise.Young wyverns
Spawns are to many. The action economy results in definitely being con poisoned. Would tighten the amounts per spawn. Their Power level seems fine though
Let @Puffy or I know where the spawn is and we can review the number.
Satyr's - City brewery quest
Way too strong for what level the quest is for. High dmg/ab and other tools at their disposal decimates.
Is this current?I ran the quest with a lvl 5 a couple days ago and it was only difficult at the very end.
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Changes live vProfessor6911
Keep the suggestions coming
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Hissing crawlers - high ac, high hp, +12 ab
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Eldreth Veluthra fighters could use a tweak. Quite high DR on them
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@Harlequin said in Suggestions: Monster tweaks:
Hissing crawlers - high ac, high hp, +12 ab
Lowered AB slightly, Lowered AC, Reduced APR from 2 to 1, Reduced HP substantially
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@V-Rage said in Suggestions: Monster tweaks:
Eldreth Veluthra fighters could use a tweak. Quite high DR on them
Reduced DR.
Adjusted AB and changed up thematic style of them -
The statues in the eveningstar bandit quest are insane lol.
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Displacer Beast
Spawns in 3's in the helmlands and high crimmond. Disarm spaming is a bit much
To confirm I think you mean Dirlagraun not Displacer Beast (they look the same though)
Let @Puffy or I know where the spawn is and we can review the number.
Lowered AB significantly and reduced APR from 3 to 2. Will still attempt disarm but less overwhelming. Please advise.Four spawned together on Grell in the area Redwoods: Backwood (I think that's the right area name), end of last week (around 25th/26th June). Sorry, I forgot to get the server version.
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Arabel, Historic Farmlands (4-6): Insects have too much HP. There are 7 waves in total, with 2 spawns per, in 3 directions. Ladybird has 23 hp, Dung Beetle 19, and Ember Beetle 21. I suggest lowering them to 15, 12, 14, or something along those lines, and lowering the number of waves to 6. The ladybirds can hit pretty hard for 4-7 damage or so as well as the dung beetles, so I also recommend lowering their strength by a point or two, as well as upping their CR by a tiny bit as they give a fraction XP of what the other two types do.
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Arabel Sewers, Rotting Goblin Tribe (4-6): The boss, Fazhul the Animator, is a level 8 wizard level 1 Pale Master. He casts haste x1, vampiric touch x1, and Negative Energy Burst x2, as well as a number of circle 1 and 2 spells. I suggest removing his circle 3 spells entirely, as not only are they heavy hitting, NEB also saps strength and lesser restores are pricey/hard to come by.
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Arabel, East Way's Farmlands (4-6): Has the invasion trigger issue reported here - https://nodebb.cityofarabel.com/topic/51152/wolf-infested-farms-spawning-too-many-wolves
However, the enemies in this quest still need tweaking. The Hungry Wolf mob has 6 ab, and 32 HP. While 6 AB doesn't sound like too much, when you're surrounded by them flanking brings it to 8, which will maul a low leveled pc apart, and 32 HP is really high. I suggest dropping their AB to 4 (the regular wolves have 2), and lowering HP to 20, if not lower (the regular wolves have 15). The boss, Starved Dire Wolf, has AB of 10/5, with a strength of 20, so he hits quite hard, as well as having 65 hp. My suggestion would be to lower his AB to just 6 (so no 2nd apr), drop his strength, and lower his HP to something closer to 35 or so. -
Arabel Sewers, Kobold's Nest (4-6): Lower the Kobold Chief's HP from 59 to 40, and remove his rage. Currently boosting his AB up to 8.
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Bospir, Haunted Hill (4-6): Remove the Skeleton Priest from the quest encounter- It casts Hold Person, which can wreck someone hard at that low level. One of the encounter Triggers has a ghoul ravager in it, which is a CR10 mob. I have never seen it spawn, though odd that it is there, as well as the ghoul lord. Another encounter spawns curst enemies, such as the dreaded curst ranger that has 11 ab and chunks with a great-axe. I'm not -sure- where that AB is coming from, as it is a vanilla mob. I suggest completely removing that trigger and replacing it with one of the normal zombie encounter triggers. Also, this quest needs more undead sheep. Because it does. Baa ram you.
--Bospir, Haunted Hill Interiors (4-6): The boss area of the quest, Rotting Jake, is a CR 12 enemy. It has an AB of 12/7, 109 HP, and 18 AC. It knows Called Shots, Power Attack, and Knockdown. I suggest lowering its level to 5, instead of 12, removing it's second APR and dropping its AB by a good amount to 6 or 7 AB, then lowering its AC to 14, as it is a slow, awkward zombie. -
Arabel Dwarven Embassy, Upper Brewery (4-6): The boss, the Drunk Satyr, has 71 HP, which is a bit too much, I recommend only 50. He has 6 AB, which is a good amount, however he knows weapon specialization unarmed so his punches really hurt. Also, he has armor that has 5/+1 DR on it. I suggest removing the DR armor, and removing the WS unarmed feat. He also casts a level 4 War Cry, which is a little funky. The archers also have pretty high AB of 6-8 when flanking, and combined with their 1d6 sneak attacks, the dazes+sleeps of the petal fairies, you end up going through some pretty heavy damage from them. I suggest reducing their AB by 2 as well.
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- Moonsea Ride, Wyrm Cave (4-6): The fire elementals spawned have 8 AB each. I am not sure of their damage, because they're the vanilla spawns. However they do have on hit fire, and pretty hefty attacks. I am not too sure, but I think that the encounters might have been intended to have the custom fire elemental resrefs. The boss is perfectly fine.
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Sewers spawn large packs of spiders at once. None of the spawns themselves were very rough, but when they web you up in a small corridor you get surrounded and have no where to run. These would be good in the big open areas of the sewers but spawning in the small corridors are rough. The spawn in question was: 3 giant spiders, 2 skitterlings, 1 sword spider, 1 ettercap
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Long eared bats for some reason can cast sunburst, which is a circle 8 spell, and also for some odd reason can damage non-undead.
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Removed Sunburst from Long-Eared Bats
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Young Wyverns have DC 26 Con poison
This seems high
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Ghosts and their Negative blast are a bit rough when encountered in groups of more than one. They heal eachother and damage the party at the same time. And the damage is often double digits. Facing 3, you might get hit for 45 hp of damage easy in one round. And they can do it again their next attack.
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@sharkinajar said in Suggestions: Monster tweaks:
Arabel, Historic Farmlands (4-6): Insects have too much HP. There are 7 waves in total, with 2 spawns per, in 3 directions. Ladybird has 23 hp, Dung Beetle 19, and Ember Beetle 21. I suggest lowering them to 15, 12, 14, or something along those lines, and lowering the number of waves to 6. The ladybirds can hit pretty hard for 4-7 damage or so as well as the dung beetles, so I also recommend lowering their strength by a point or two, as well as upping their CR by a tiny bit as they give a fraction XP of what the other two types do.
Ladybird- CR 1/2. Can't easily adjust this one. Reduced difficulty instead for the low xp reward.
- lowered HP
- lowered bite damage
Dung Beetles
- Lowered HP
- Lowered AC
- Lowered AB
Ember Beetles
- Lowered hp