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    Quest too hard?

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    • S
      Swifty Willownall last edited by

      I can't quite remember what the quest name is, but there's this quest you can get from a gnome in the west arabel Bazarr. It's level 5-9. The quest itself is beautiful mind you, and going through it my first time, was a blast. However, the extra part at the end, the creatures though scarce in number had the attack bonus of +19/+14. That's 3 higher than an unbuffed level 11 fighter with weapon focus, +1 sword, and strength of 18. In other words, fat chance not getting hit.

      I also understand certain classes might be better suited for fighting these creatures however, I can't imagine things with that high of an attack bonus(and damage output no less) to have very low or easy to beat saves.

      For those of you who have done this one, do you think these particular creatures are too strong for a level 5-9 quest? And if not, suggestions on actually beating them?

      Scott Keellip - White Knight, killed by Drow
      Sir William the Fearless - Fearless! and nice.
      Vardix - Black Dragon cultist. Also killed by Drow.
      Nihlos Carver - Fear the Reaper
      Argun The Dawnhammer - Strongman of Lathander

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      • G
        games last edited by

        They are a optional "After you succedd" part.
        And, I have always though those are the toughest critters on the server. Your opinion may vary of course.

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        • S
          Swifty Willownall last edited by

          @games:

          They are a optional "After you succedd" part.
          And, I have always though those are the toughest critters on the server. Your opinion may vary of course.

          Yeah, I know it's optional. But it's like saying "Oh hey guys, we're giving you the option to continue on this level 9 max quest to fight things tougher than a level 12 pure class fighter. :D" though I do realize they have some weaknesses, when you are informed of this quest you are not prepared for these type of monsters, you're preparing for the monsters that the quest says you're going after.

          Also, heck yeah they're tough. These things are almost as strong as the freaking evil monsters super high wizards summon to help them in huge plot fights.

          The fact that these super strong monsters are paired up with spoilers that can daze(Or some other effect that causes you to stand there and do nothing that isn't stun) you for several rounds is overkill.

          Scott Keellip - White Knight, killed by Drow
          Sir William the Fearless - Fearless! and nice.
          Vardix - Black Dragon cultist. Also killed by Drow.
          Nihlos Carver - Fear the Reaper
          Argun The Dawnhammer - Strongman of Lathander

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          • HellzYeah
            HellzYeah last edited by

            There's also not really any warning that the next part is going to be so difficult. The Fey optional tells you that it's going to be rough for anyone not prepared for it, but in this particular quest you get no such warning. You 'finish' the quest and there's also another place to explore that happens to have really strong enemies in it that can kill you pretty quickly if you engage them unprepared.

            Magpie [17:05] I am begining to notice that people have my quotes within their signitures on the forums <_<

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            • CitizenBane
              CitizenBane last edited by

              NO MORE NERFING OF QUESTS, it's hard enough to find challenging ones as it is once you're geared up!

              And you yourself gave a perfect reason not to nerf it when you said "The optional part".

              magpie> If you don't want to die don't spit at a blueberry muffin

              khammy> Raaz was a sexy beast. The kind of guy when he beat you up, you get horny.

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              • Mr.Moloch
                Mr.Moloch last edited by

                It probably just needs a warning that the optional part is really hard.

                In the future, there are two simple rules to remember:

                NO SPITTING.

                DO NOT CROSS MISTER MOLOCH.

                https://youtu.be/WsMMN9Y9uEw

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                • Donkeypuffy
                  Donkeypuffy last edited by

                  @Mr.Moloch:

                  It probably just needs a warning that the optional part is really hard.

                  Agree, I made the area itself. And the last part is meant to be very hard from what I understood. Maybe a few skull flags and warnings? ;)

                  @Elegy:

                  > Wish I could've seen this – I just got to read in IRC where it was along the tune of,
                  > "Puffy's new character she just made threw herself off a cliff and really screwed some things up..."

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                  • khammy
                    khammy last edited by

                    I've seen level 7-9 spoilers spoilers those Spoilers warriors making the optional part much easier.

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                    • Ponies
                      Ponies last edited by

                      No posting spoilers on open forums

                      Nerf Train conductor

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                      • G
                        games last edited by

                        The extra exploration place has some harder creatures, but you have to enter a door/transition/hall/room/bend/corner (e.g., YOU have to advance) to get to the REALLY REALLY hard ones. Some sort of warning or indication that the harder ones are minions of the really hard ones might be all thats needed.
                        The harder ones should at least be handleable (one of them) by a party suitable for that quest - at least to the point where one or two can be fought and then people deicde to leave.

                        Just One of the really really hard ones will take out several people just in a retreat, if not a TPK, if you don't realize it gets even yet harder and prep accordingly for the few things that the hard things would serve).

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                        • S
                          Swifty Willownall last edited by

                          @games:

                          The extra exploration place has some harder creatures, but you have to enter a door/transition/hall/room/bend/corner (e.g., YOU have to advance) to get to the REALLY REALLY hard ones. Some sort of warning or indication that the harder ones are minions of the really hard ones might be all thats needed.
                          The harder ones should at least be handleable (one of them) by a party suitable for that quest - at least to the point where one or two can be fought and then people deicde to leave.

                          Just One of the really really hard ones will take out several people just in a retreat, if not a TPK, if you don't realize it gets even yet harder and prep accordingly for the few things that the hard things would serve).

                          As was mentioned earlier, yes, you could probably stand a chance at beating this hard area as certain classes specialize in such, however, there's nothing to lead you to even remotely believe before the quest begins that you will run into this. Your entire party is prepping to take on an entirely different type of enemy that doesn't share any of the same weaknesses as these super strong baddies. As far as "extra parts" go, this is one of the toughest I've encountered. I just hope the loot is equally as worth it.

                          Scott Keellip - White Knight, killed by Drow
                          Sir William the Fearless - Fearless! and nice.
                          Vardix - Black Dragon cultist. Also killed by Drow.
                          Nihlos Carver - Fear the Reaper
                          Argun The Dawnhammer - Strongman of Lathander

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                          • S
                            Swifty Willownall last edited by

                            @Donkeypuffy:

                            @Mr.Moloch:

                            It probably just needs a warning that the optional part is really hard.

                            Agree, I made the area itself. And the last part is meant to be very hard from what I understood. Maybe a few skull flags and warnings? ;)

                            If fey garden gets a warning, then this place should -require- one.

                            If you HAVE to make up a party composition to fight a threat, then that's when I consider it "overkill" in my book.

                            Scott Keellip - White Knight, killed by Drow
                            Sir William the Fearless - Fearless! and nice.
                            Vardix - Black Dragon cultist. Also killed by Drow.
                            Nihlos Carver - Fear the Reaper
                            Argun The Dawnhammer - Strongman of Lathander

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                            • Seter
                              Seter last edited by

                              @Mr.Moloch:

                              It probably just needs a warning that the optional part is really hard.

                              The journal indicates that you found the mask you were looking for so anything beyond that is optional.
                              I would maybe add a corpse placeable right at the entrance that reads: [This corpse has been mauled and devoured. By what you do not know, but it is clear that what ever lies ahead is extremely dangerous]

                              But please dont nerf it.

                              Past Characters:

                              • Hound
                              • Artieus Fireheart
                              • Doombringer Ezekiel Gideon
                              • Ignatius B. Pike, Apprentice of Kanthea
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                              • Seter
                                Seter last edited by

                                @Swifty:

                                @Donkeypuffy:

                                @Mr.Moloch:

                                It probably just needs a warning that the optional part is really hard.

                                Agree, I made the area itself. And the last part is meant to be very hard from what I understood. Maybe a few skull flags and warnings? ;)

                                If fey garden gets a warning, then this place should -require- one.

                                If you HAVE to make up a party composition to fight a threat, then that's when I consider it "overkill" in my book.

                                Not the same thing as Fey IMHO - Because unlike Fey optional here you can run away at any time, where as in Fey optional once you go inside you must see it through.

                                There are other quests that have the same optional part to them - They dont have warnings either nor should have.

                                Past Characters:

                                • Hound
                                • Artieus Fireheart
                                • Doombringer Ezekiel Gideon
                                • Ignatius B. Pike, Apprentice of Kanthea
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                                • L
                                  Leaders and Followers last edited by

                                  The extra area seemed fine for an optional quest. We shouldn't have gone in though. ICly, one of our warriors already took a big hit, and the other one was hesitant to take the lead going down despite being or motivation to go. Despite getting a pretty decent AC for not wearing any armor as a cleric, I did only have 42 hps. While the crit I took didn't kill me, the three rounds waiting for someone behind me to toss some healing certainly did. I don't know what came after, but team work was at a minimal on that quest the whole way through (pretty sure I'm the only person who bothered to heal the warriors, and I was one of the "warriors"), so I would guess that if you made it deep a party that worked well together would have no problem finishing. Could be wrong there, like I said i was dead and gone, but as a betting man I would certainly make my wager on that.b OOCly, I definitely should have logged at my first afk, because I had company, but for some reason I felt responsible for helping you all see it through. See the above statement about no one healing the 42 hp tank for the irony in that.

                                  <pony_knight>"And in this land I'll proudly stand
                                  <pony_knight>Until my dying day, sir;
                                  <pony_knight>For whate'er a king o'er all command,
                                  <pony_knight>I'll still be a Cormyte brave, sir."</pony_knight></pony_knight></pony_knight></pony_knight>

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                                  • Seter
                                    Seter last edited by

                                    @Leaders:

                                    –Snip--

                                    I don't know what came after, but team work was at a minimal on that quest the whole way through (pretty sure I'm the only person who bothered to heal the warriors, and I was one of the "warriors"), so I would guess that if you made it deep a party that worked well together would have no problem finishing

                                    --Snip-

                                    You will be surprised how far a group can go ahead if they work together and apply tactics, especially in light of the new AI. In the higher echelon quests you need teamwork to survive.

                                    Past Characters:

                                    • Hound
                                    • Artieus Fireheart
                                    • Doombringer Ezekiel Gideon
                                    • Ignatius B. Pike, Apprentice of Kanthea
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                                    • S
                                      Swifty Willownall last edited by

                                      @Seter:

                                      @Leaders:

                                      –Snip--

                                      I don't know what came after, but team work was at a minimal on that quest the whole way through (pretty sure I'm the only person who bothered to heal the warriors, and I was one of the "warriors"), so I would guess that if you made it deep a party that worked well together would have no problem finishing

                                      --Snip-

                                      You will be surprised how far a group can go ahead if they work together and apply tactics, especially in light of the new AI. In the higher echelon quests you need teamwork to survive.

                                      Not sure if you were questing with us or not, but we had a bard popping off healing songs whenever they good, took breaks to heal up after the major fights, and the only death we occurred beforehand were at the hands of the boss whom I'm pretty sure we've never encountered before. (I for one didn't expect that monster healing.) The problem wasn't teamwork, it was the monsters who dazed you for 5 rounds teaming up with the ones who did 20 damage average and had +19/+15 to hit you. Teamwork will only get you so far, and as I'm pointing out again for the third time, your "team" is prepared to fight a different type of enemy then these "hit you better than a 12th leveled magicified fighter" beasts.

                                      Scott Keellip - White Knight, killed by Drow
                                      Sir William the Fearless - Fearless! and nice.
                                      Vardix - Black Dragon cultist. Also killed by Drow.
                                      Nihlos Carver - Fear the Reaper
                                      Argun The Dawnhammer - Strongman of Lathander

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                                      • CitizenBane
                                        CitizenBane last edited by

                                        Displacement will.

                                        magpie> If you don't want to die don't spit at a blueberry muffin

                                        khammy> Raaz was a sexy beast. The kind of guy when he beat you up, you get horny.

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                                        • Lunatic High
                                          Lunatic High last edited by

                                          Never had a problem with the optional part of this quest. Its tough, but I've honestly never died on it because I don't take a party on this quest if I don't think they can handle the whole thing.

                                          Previous Characters:
                                          Kharan "The Juggernaut" Achard

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                                          • D
                                            Direfish last edited by

                                            Moral of the story - don't quest with noobs, because noobs don't know the correct tactics?
                                            Veteran players know oocly how to pwn this quest and metagame this knowledge every time. Looks like quests are balanced to challenge this group, not noobs who run a quest for the first time.

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