Post by drunkensolamnic on Jun 28, 2017 10:55:23 GMT -5
I know this one got tuned and cleared months ago after play testing, but after going through it again last night...
The Spine Spiders in the 3rd cave area should probably do less ice-damage or only shoot one spine with it. I was using ice-resistance potions, and insulation, and even with this the spine spiders would freeze me with just 1 volley. Granted, getting ice-blocked makes the following attacks more survivable, but a general nerf to the raw amount of elemental damage may make the "oh i'm frozen now" out the gate, and "thank god i'm frozen to not take that ice damage" problems both moot.
The cave trolls are cool, and fun. Those fights are wonderfully able to swing back and forth; but the pay-off for the 2nd cave level always seems somewhat low for how resource intensive it is: silver weapons, acid weapons, fire weapons, etc. Maybe increase the loot odds here, or at least put in a few guaranteed ones in the long tunnel just before the third cave?
Speaking of the third cave; every ice-spider spawn is a danger of a TPK. Because of this any part of the cave not in a direct path to the next floor has been evaded every trip I've made once the characters learned the path. Comparatively, the Umberhulk fight is fun and exciting because of its unique mechanics. Maybe replace the spider spawn in the corner of the map (you have to go right from the umberhulk, and over a bridge to get to it) with a second umberhulk spawn?
The Iceolith in the 4th level of the cave. It's been suggested that this creature become a boss fight. I sort of like this idea, because this is where the party-wipe happens if you make it past the spine spiders. I'd like to suggest that this area be flipped, with the current exit, being the new entrance from the ice-spider (cave 3) layer and the old entrance (by the ice-block creature) becoming the new exit to the Valley. I'd also suggest this creature be given boss status, similar to the one at the bottom of the Wards Mine.
The Valley - I'm not sure how this might be implemented, but in light of the fact the previous dungeon is 4 maps long, and has taken the parties I've been in an average of 2.5 hours to clear it.... I feel like after someone has already done the quest, there should be a way to return to the valley and skip the combat zones, I'd make it so that only characters that have already completed the quest can use said option, meaning any party wishing to take more people with them, will still have to go through the cave, or devote to completing the in place quest prior to pushing into the ruins beyond.
The Spine Spiders in the 3rd cave area should probably do less ice-damage or only shoot one spine with it. I was using ice-resistance potions, and insulation, and even with this the spine spiders would freeze me with just 1 volley. Granted, getting ice-blocked makes the following attacks more survivable, but a general nerf to the raw amount of elemental damage may make the "oh i'm frozen now" out the gate, and "thank god i'm frozen to not take that ice damage" problems both moot.
The cave trolls are cool, and fun. Those fights are wonderfully able to swing back and forth; but the pay-off for the 2nd cave level always seems somewhat low for how resource intensive it is: silver weapons, acid weapons, fire weapons, etc. Maybe increase the loot odds here, or at least put in a few guaranteed ones in the long tunnel just before the third cave?
Speaking of the third cave; every ice-spider spawn is a danger of a TPK. Because of this any part of the cave not in a direct path to the next floor has been evaded every trip I've made once the characters learned the path. Comparatively, the Umberhulk fight is fun and exciting because of its unique mechanics. Maybe replace the spider spawn in the corner of the map (you have to go right from the umberhulk, and over a bridge to get to it) with a second umberhulk spawn?
The Iceolith in the 4th level of the cave. It's been suggested that this creature become a boss fight. I sort of like this idea, because this is where the party-wipe happens if you make it past the spine spiders. I'd like to suggest that this area be flipped, with the current exit, being the new entrance from the ice-spider (cave 3) layer and the old entrance (by the ice-block creature) becoming the new exit to the Valley. I'd also suggest this creature be given boss status, similar to the one at the bottom of the Wards Mine.
The Valley - I'm not sure how this might be implemented, but in light of the fact the previous dungeon is 4 maps long, and has taken the parties I've been in an average of 2.5 hours to clear it.... I feel like after someone has already done the quest, there should be a way to return to the valley and skip the combat zones, I'd make it so that only characters that have already completed the quest can use said option, meaning any party wishing to take more people with them, will still have to go through the cave, or devote to completing the in place quest prior to pushing into the ruins beyond.