sparky
Chesterfields
Wishing Well Repair Man
Posts: 243
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Post by sparky on Jul 4, 2017 1:57:39 GMT -5
I ran this area with Carter, taking Richard along as a tank. First things first, while I really like the layout of this dungeon, I found it to be pretty empty. Including the boss and not it's minions, I ran into all of two creatures. Many a loot node, but only one creature, aside from the boss. Now, I will saw, it was one tough as hell creature, but I still think that a few other spawns in there would at least help it feel more alive, especially for those characters that aren't as tanky as others. That one creature spawn would have easily killed Carter, if I went into melee with him, so leveling light armour or dual wield there is basically out of the question, for now.
The boss fight was really cool and interesting, with the only quibble I have about it is the boss's super erase life aura causing a bug with Richard, where after the fight, he only regained 1 hp, and wouldn't even heal after drinking potions.
The last thing I want to speak on is the sort of "quest" that leads you down there. Since it's not actually a quest, it doesn't really trigger anything with the npc that lets you down into the sewer, which I find a little bit disappointing, but in no way a deal breaker. But, with the dialogue leading in, and what the npc says even after you've gone through the dungeon, it feels like there's supposed to be a trigger for more dialogue. I dunno, maybe it's just me on that.
All in all, the dungeon feels pretty good, but could use some improvements. Then again, I'm running this Area with a character whose skills I'm worried about leveling there on on the later half of the area's curve.
What does everyone else think that's ran this area? Am I being too critical, missing anything?
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Post by Serena on Jul 4, 2017 2:35:14 GMT -5
A party of two should spawn, during the entire dungeon, a total of seven-ish mob, three of which will be the tanky creatures (one at times, thankfully) and another the miniboss near the end. But if you encountered just two creatures there's maybe a chance the spawns had still not fully reset from some previous run?
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sparky
Chesterfields
Wishing Well Repair Man
Posts: 243
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Post by sparky on Jul 4, 2017 5:29:03 GMT -5
That's probably it, the only things I encountered were the mini boss and the boss
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Post by gazoo on Jul 6, 2017 23:19:36 GMT -5
This particular dungeon respawns much too slowly.
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Post by gazoo on Jul 16, 2017 11:38:28 GMT -5
Imho this dungeon is a little too easy.
It's a bit easier than the Mine (which is 30-40), mostly due to there being only a couple of crowder spots and the crocs are easier than the ankegs.
Further, it's only slightly more difficult than a spider run where you might see a lot of brood mothers.
And as a last comparison, it is much easier than the waterfall mine (35-50).
The Pipes miniboss is relatively tough, but with preparation,a group, or an NPC, I don't see it as a factor in the difficulty of the previous parts of the dungeon.
I'd suggest more crowders to support the crocs and possibly even add it to the potential bounty locations.
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Post by electrohydra on Jul 16, 2017 12:17:43 GMT -5
So I've been there three times now, once duo with Bruce, once with a large (5? man party?) and now with another player + Onegus. And while each time we where either in the higher ranges of the dungeon or very slightly above it (from rank 43 to rank 47 on my highest abilities), I've been finding the dungeon to be excessively easy. Very fun, the variety of encounters is great, but not hard at all.
For the individual encounters...
Crocrodiles - These are ones of the easy ones. They seem to spawn slightly less then the number of PCs (2 PC + hench spawned 2) but they don't feel stronger then a PC. They crit a lot, but not for a ton of damage. Even when my pet Spider has to tank two of them she not rarely survives the whole fight even with minimal healing if there are 2-3 PCs attacking the crocs attacking her.
Spiders - Not particularly hard again, but that's in line with the non-vampire non-brood spiders being generally not too difficult.
Crowders - Feels pretty much like most crowder encounters. Difficulty seems fine. The way the terrain is set up, it might be slightly harder or easier depending on your party composition, and it's possible to use strategy. Difficulty seems appropriate.
Snake - This is the only encounter I would say is challenging. Not impossible by far, but you need to use tactics (switch the aggro around) or special items (Acid Resist potions) if you don't want the fight to be dicey.
Boss - Only fought tier 1 so far. Sooooo cool. But tier 1 at least is very easy, but I'll keep my judgement until I see tier 2 who I expect is the "more then a practice run" stage.
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Post by Psionic-Entity on Jul 16, 2017 15:26:03 GMT -5
Combined both threads since they were the same, try to look for one before you post.
For the dungeon I'll take a look at the crocs and spiders next update, but I don't want to make it too difficult especially at level 35.
Bosses don't scale so the first tier is designed for level 35, while the others get progressively harder.
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Post by Lugwy on Jul 29, 2017 4:31:09 GMT -5
Tonight, Edward and Adrian took a trip through the first floor of this area. Didn't engage the boss.
Edward was somewhat within the level range (30-41) while I was slightly above.
To my observation the crocs and sewer serpents have very high damage output when they hit and are far more dangerous to heavily armoured characters as a result (damage ranges in the 30s after Armor mitigation appear to be the norm for us). I've had to pull aggro from Edward a few times because a crocodile or serpent mulched nearly all of his HP in a couple of rounds flat if they didn't down him outright first. Crocodiles are especially lethal in this case as they combine their Mack Truck damage with tough Armor and Dodge on par with leather/padded armour (I've seen to-hits whiff at 18).
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Post by Psionic-Entity on Jul 29, 2017 8:19:44 GMT -5
Looks like buffing the Crocs a bit made them more threatening. If the dungeon's still doable without burning all your profit in consumables I'd say it seems to be working alright. The croc spawns are balanced around one per two players, with "odd number" spawns having substantially weaker stats.
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Post by Lugwy on Jul 29, 2017 13:17:57 GMT -5
Yeah, we got one croc/snake spawn between the two of us. It struck me as odd because it turned the general tanking paradigm on its head given the large amount of damage they do. These are mobs you don't want to Armor-tank.
If it's working as intended, then no issues here.
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Post by Psionic-Entity on Jul 29, 2017 14:02:39 GMT -5
I dunno if I hear talk about turning paradigms on heads than I think I'm happy with how the dungeon turned out.
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Post by Lugwy on Jul 29, 2017 17:54:23 GMT -5
Overall I'm fine with how the dungeon turned out (I didn't mean to imply that I was dissatisfied with it in some manner). Though I remembered one more thing I felt needed mentioning.
The hitbox of the sewer serpent may need looking at. It's a lot bigger than the model indicates and thus gives the creature more reach than is evident at a look. Also, the environment it's fought in makes it easy to confuse its pathfinding. When Edward was downed it got stuck trying to move around Edward's fallen body which made it easy pickings for ranged weapons.
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Post by Psionic-Entity on Jul 31, 2017 18:23:55 GMT -5
I'll try reducing the hitbox on the serpent next update.
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Post by Kaybrie on Dec 1, 2018 2:32:56 GMT -5
Tried to run this on Assy with Richard, then again with James Frazer twice. Failed each time, just didn't have the damage output to put down the crocs reliably before they killed the mercenary tank or James. Using a two handed sword at 30+ skill, with rage, flanking and taunt spam I had an effective +14 on my highest attack bonus against these crocs and they would both frequently dodge my attacks, or negate their damage entirely, even on attempted power attacks.
Again this was three attempted runs, and two out of three ended on the first croc.
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Post by Kitsunenotsume on Dec 1, 2018 2:37:12 GMT -5
Team of two: James and Asenat.
James was tanking in adamantine Heavy Armor (78), tower shield and warhammer (one handed 53), using Block for the Crocs (67). I was using Vicious Taunt 4 and Hold the Line 4, primarily. Dodge 8; Block 12; Armor 10-74 (10-79 and 25% damage immunity w/ HtL4). Asenat is training Two-Handed using a Claymore (33-ish), and uses Medium Armor (47). She was using Furious Rage 3 and Power Attack 1.
Bandits were simple. Spider was straight-forwards.
Crocodiles sucked. Average incoming hit was 40-50 damage, some non-crits went as high as 65 (one crit did 80 damage, after armor). Even with an armor of 10-74, I was using my (admittedly overpowered and sparing) potions frequently. The two times a Crocodile focused on Asenat it got worse, since Taunt really didn't harness them off her, and she was downed in three rounds after they looked in her direction (Average blow was around 20 damage, after armor, on 130 HP).
Given that we didn't have a gunner and Asenat was training her weapon skill, we straight up lacked the damage output to take them down in the minute or so required before one of us got knocked down and chewed up. It took three tries to get past the first. The second we only took down after I was dropped. The third downed Asenat twice because it focused on her and I was unable to distract it, followed by half a minute of both of us missing everything while it chomped on our last slivers of health once my Elixir disappeared.
I am inclined to say that, based on my experience, this dungeon is not compatible with parties of two that do not have 1) a light/disposable target for the crocodiles to chomp or 2) an optimized damage output on at least one character. Running a Heavy/Medium dual here is brutal.
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