Post by drunkensolamnic on Nov 28, 2016 14:12:38 GMT -5
This area is pretty epic in its lay out, I had this horrible Skyrim style vibe as we wound our way up the mountain, so props on that! I'd like to suggest adding in some more bones and skulls around the base of the mountain as well to up the "scary" factor as well.
The manticores are tough, but don't seem to hit very hard. Again, I use fairly light heavy armor and I took very little damage despite facing two of the manticores at one time. You may need to look at upping their damage. They also seem to have a broken visual tied to their spikes, I see the tail come up, and I see the readout that I've been spiked but there's no visual of the projectiles or such knocking me down. (I dont recall seeing the knockdown check either).
This seems like it might be a great place to add some smaller caves in the area, maybe a shallow system where the manticores live, and then higher up a series of small caves where the wyverns roost? Some sort of manticore/wyvern matriarch at the bottom of these potential areas would make really cool sub-boss fights.
Our friend at the top of the mountain is pretty awesome! However they are also rather mildly buggy in a way that makes them less scary. Returning to the nest/purge, they will use their short-range fire breath, despite enemies being out of reach. They don't do it every time, but they definitely should only be using this ability when they are on the ground in melee range. This was T1 behavior, I have not seen T2.
As some of the loot from the boss-fight at the top of the mountain is one-time only, I'd like to suggest that after the creature is slain that there be a resting/storage area near the loot pile where PCs can rest and stash that unique gain before heading back out for the long walk to the nearest safe area.
The manticores are tough, but don't seem to hit very hard. Again, I use fairly light heavy armor and I took very little damage despite facing two of the manticores at one time. You may need to look at upping their damage. They also seem to have a broken visual tied to their spikes, I see the tail come up, and I see the readout that I've been spiked but there's no visual of the projectiles or such knocking me down. (I dont recall seeing the knockdown check either).
This seems like it might be a great place to add some smaller caves in the area, maybe a shallow system where the manticores live, and then higher up a series of small caves where the wyverns roost? Some sort of manticore/wyvern matriarch at the bottom of these potential areas would make really cool sub-boss fights.
Our friend at the top of the mountain is pretty awesome! However they are also rather mildly buggy in a way that makes them less scary. Returning to the nest/purge, they will use their short-range fire breath, despite enemies being out of reach. They don't do it every time, but they definitely should only be using this ability when they are on the ground in melee range. This was T1 behavior, I have not seen T2.
As some of the loot from the boss-fight at the top of the mountain is one-time only, I'd like to suggest that after the creature is slain that there be a resting/storage area near the loot pile where PCs can rest and stash that unique gain before heading back out for the long walk to the nearest safe area.