Hullack Bandits Feedback
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Final Area needs to have its lighting turned up significantly, it's way too dark.
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Bandits need to be replaced with their tougher versions; Wardens instead of Archers, Veteran instead of Bandits and Elite Mages instead of regular Mages.
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More variety of enemies needed, with more enemies added to each spawn ideally; bandit-tamed animals.
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Last but not least, traps need fixing; apparently the traps I added don't work.
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- Will check IG, might add some torches as well
- There are low and high spawns, what spawns depends on the party. Elite creatures are not meant for quests
- Animals can be added
- Traps should be fine, will check why they don't work
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Elite Bandit Mages aren't Midgardsomr's creations, they're just an upscaled version of regular bandit mages, with fireballs that do more than 10 damage.
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Then rename them. They're level 8 or so wizards, they're hardly out-of-sorts for a quest that contains bandits, and weak quest mobs are just going to be an unfun cakewalk.
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There's elite bandits in the Starwater Tomb quest though...
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@Mortui said in Hullack Bandits Feedback:
Then rename them. They're level 8 or so wizards, they're hardly out-of-sorts for a quest that contains bandits, and weak quest mobs are just going to be an unfun cakewalk.
Yes, best as I can tell this is actually Bioware default. Elites of others may be my creation.
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Bump
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Moving this to the Quest suggestions forum