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Post by electrohydra on Mar 3, 2018 23:20:24 GMT -5
Haven't seen a topic for this yet.
-The tribesmen could probably be a -little- stronger. It was damn close and I had to use a ton of consumables, but I was able to beat the first two encounters with a rank 65 PC (And henchman).
-The third tribesmen encounter spawns 3 tribesmen instead of two, for a two-man party.
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Post by Psionic-Entity on Mar 4, 2018 19:52:57 GMT -5
I'll take the difficulty on those first encounters up a small amount next update. The group of three is intentional.
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Post by Serena on Jul 19, 2018 10:19:36 GMT -5
So, multiple runs in this area seem to show there's at least one loot node (second encounter, near the first group of huts) that might need to be looked at, since it seems to consistently spawn items of rank between 40 and 50. Other nodes in its proximity also happened to spawn some kind of "underwhelming" loot, as in single common materials (iron or brass ingots) or single common ingredients (herbs or glands), but I'm not able to say if that's just a matter of bad luck or a real trend..
Worth mentioning, I'm slightly underlevel for the area (highest combat skill is 82, but an average would probably put me around 75), yet I never encountered any discrepancies between loot and area level in the other nodes spawning, for example, inside the ruins.
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Post by gazoo on Jul 19, 2018 12:21:59 GMT -5
it probably does need a couple of specific node checks now that I think of it.
**Also, this is probably an appropriate time to mention that a number of nodes give very little detect xp. I think one of them gives 6xp irrc, for example. Especially now that traffic is increasing.
Looks like avg. char lvl is definitely in that formula. Even with an avg level within that area window, iirc I did see a couple of chests remaining at ~82ish loot - which would be under-tier. And quite a few restricted to 85.
Questionable nodes from memory: -first area chests :3 of 3
-second area chests: 2 of 3. -fourth area ground nodes: 1 of 3.
Other than that, the loot was normal for mod chances, recipes, etc.
The nodes past this point and in part 2 are a bunch of 87-90+ nodes , so imho it evened out for the avg run. Mostly considering there was very little traffic besides me and a fair number of loot nodes.
Similarly, I wasn't too worried as once detect is in the suitable range to see stuff (maxed feat line). The extra xp only really impacts cxp, depending on if you need it and how much cxp a tier actually gives at that point. I was instead getting detect in the Pyramids, anyways. Needs a look, though.
Now there is more traffic in this higher area, it makes sense to get beyond the monster details.
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Post by electrohydra on Nov 26, 2018 18:57:00 GMT -5
Going back to this area now that I'm more appropriately leveled (Rank 80 on my main skills). Difficulty on the first encounters seem alright, the 3-man spawn and the Anointed One are very hard but possible. The last spawn on the other hand feels impossible without abusing the AI. Not only do they spawn 3-to-two, but the chieftain at least is definitely an elite mob. The first time I tried I just barely managed to kill the Tiger before my henchman and pet went down, forcing me to flee with a sliver of health left. The second time I tried abusing the AI to not draw the entire group, and managed to draw the chieftain and axe thrower while leaving the tiger behind, and I still only just barely managed to kill the chieftain (Using cluth potions on Saskia to keep her alive). Didn't beat the whole encounter because she went down to an axe just as the chieftain died, and the tiger joined the fight when I went for the thrower. The encounter definitely feels on the "impossible without abusing the system" side of things.
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