Server is riding an extremely thin line difficulty-wise
Dec 1, 2018 2:52:45 GMT -5
Kitsunenotsume likes this
Post by Kaybrie on Dec 1, 2018 2:52:45 GMT -5
The past couple weeks I've been running dungeons with a generally un-optimized character, but by no means intentionally built poorly.
I've found myself asking why I don't have 50 first aid, why I use unarmed, why I use medium armor, why I tried to bring up my stamina instead of HP?
I don't have damage charts telling me exactly what I need to use to absolutely optimize my damage for which dungeons, and I've been willing to make concessions on my concepts to alter things to get close to that min-maxed build while trying to maintain some sense of a character's identity in a build.
I want to make feed-back reports about how hard these dungeon's often are, if not outright completely implausible to finish. But then I read a list of posts from people running these groups complaining about how easy these dungeons are. And I'm kinda noticing that the difficulty of the dungeons, is tailored often to people who want this shit to be very high risk for them with their builds, but then those of us who aren't playing optimized builds, can't.
I cannot kill Crocs or the Bug things in the mines before they kill Richard or the Dwarf mercenary. Under the best of circumstances I can sometimes get them to 50% health before I'm screaming running at almost no health with my merc dead after a miracle res from my defib.
I increasingly find myself looking at my build and asking what can I sacrifice to get my character close to being able to solo? Because you either are a part of a grind group, or you're utterly min-maxed to the point where it's plausible to solo. Against bandits and crowders I find myself doing okayish, but the second a monstrous enemy steps into the picture, it doesn't matter how many potions I spam, how many lucky rolls I get, or what cheesy door-tanking LoSing, incendiary trapping tactics I try to employ, I cannot win.
I already sacrificed my unarmed concept for two-handed, and it hasn't helped.
The server's leveling design encourages players to be creative and create their builds.
The server's current dungeon setup demands rigorous min-maxing/cheesing or religious party-play to succeed.
I've found myself asking why I don't have 50 first aid, why I use unarmed, why I use medium armor, why I tried to bring up my stamina instead of HP?
I don't have damage charts telling me exactly what I need to use to absolutely optimize my damage for which dungeons, and I've been willing to make concessions on my concepts to alter things to get close to that min-maxed build while trying to maintain some sense of a character's identity in a build.
I want to make feed-back reports about how hard these dungeon's often are, if not outright completely implausible to finish. But then I read a list of posts from people running these groups complaining about how easy these dungeons are. And I'm kinda noticing that the difficulty of the dungeons, is tailored often to people who want this shit to be very high risk for them with their builds, but then those of us who aren't playing optimized builds, can't.
I cannot kill Crocs or the Bug things in the mines before they kill Richard or the Dwarf mercenary. Under the best of circumstances I can sometimes get them to 50% health before I'm screaming running at almost no health with my merc dead after a miracle res from my defib.
I increasingly find myself looking at my build and asking what can I sacrifice to get my character close to being able to solo? Because you either are a part of a grind group, or you're utterly min-maxed to the point where it's plausible to solo. Against bandits and crowders I find myself doing okayish, but the second a monstrous enemy steps into the picture, it doesn't matter how many potions I spam, how many lucky rolls I get, or what cheesy door-tanking LoSing, incendiary trapping tactics I try to employ, I cannot win.
I already sacrificed my unarmed concept for two-handed, and it hasn't helped.
The server's leveling design encourages players to be creative and create their builds.
The server's current dungeon setup demands rigorous min-maxing/cheesing or religious party-play to succeed.