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Author Topic: Dungeons in need of refreshing - Have Your Say  (Read 4178 times)

Janarah

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Re: Dungeons in need of refreshing - Have Your Say
« Reply #100 on: June 26, 2020, 08:49:27 AM »
I would love to see the Grimeshka cave reviewed, DC 21 chest, 2 lootable spots...no real lore behind the cave, yet they have huts that aren't used and don't really make sense for them? Perhaps something similar? Goblins?

That's certainly not max spawn then with that low of a dc lock. There are three lootable spots, on top of the gremishka's and their archers. I believe the area is meant for level 2, and should be, meaning you can use a shirt of chains and be relatively ok. However, I have seen the lock on the chest reach up to 34 on the action server (since hardly anyone is around), the loot is usually restricted to low level druid scrolls and little else however, and a small amount of coin. I wouldn't mind seeing the huts available like in the kobold cave, or maybe a second level added to try and get new players use to dungeons, maybe some low dc secret doors?

I mean if it's a level 2 dungeon like it seems meant to be then the dc's for the locks and traps should range from what? dc 25 to 27? Same if anything was added to it, ie, secret doors.
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Destinysdesire

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Re: Dungeons in need of refreshing - Have Your Say
« Reply #101 on: June 26, 2020, 08:56:39 AM »
My level 3 still gets XP from high spawn there, and it was a DC I think...29 or 30 lock on the chest which I could not open. So I believe the area is set for 2-3, but I would love to see the area expanded to a level area that can go through 4-5. Not many areas for that, that isn't  drastically overkill at medium spawn.

EO

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Re: Dungeons in need of refreshing - Have Your Say
« Reply #102 on: June 27, 2020, 09:05:40 PM »
I would love to see the Grimeshka cave reviewed, DC 21 chest, 2 lootable spots...no real lore behind the cave, yet they have huts that aren't used and don't really make sense for them? Perhaps something similar? Goblins?

That's certainly not max spawn then with that low of a dc lock. There are three lootable spots, on top of the gremishka's and their archers. I believe the area is meant for level 2, and should be, meaning you can use a shirt of chains and be relatively ok. However, I have seen the lock on the chest reach up to 34 on the action server (since hardly anyone is around), the loot is usually restricted to low level druid scrolls and little else however, and a small amount of coin. I wouldn't mind seeing the huts available like in the kobold cave, or maybe a second level added to try and get new players use to dungeons, maybe some low dc secret doors?

I mean if it's a level 2 dungeon like it seems meant to be then the dc's for the locks and traps should range from what? dc 25 to 27? Same if anything was added to it, ie, secret doors.

I'll tone down the lock and bash DCs for the Gremishka and Kobold caves to be more manageable for low levels. These dungeons are aimed at very low levels and we've been trying to rebalance them in that direction.

tylernwn

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Re: Dungeons in need of refreshing - Have Your Say
« Reply #103 on: June 29, 2020, 10:57:47 AM »
I wouldn't mind seeing a third and final level being added to the fire beetle caves. A third level that is maybe aimed at characters around level 4, with tougher beetles (that give more xp) and more rewards.
« Last Edit: June 29, 2020, 11:07:45 AM by tylernwn »

Janarah

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Re: Dungeons in need of refreshing - Have Your Say
« Reply #104 on: June 30, 2020, 12:29:55 PM »
I would love to see the Grimeshka cave reviewed, DC 21 chest, 2 lootable spots...no real lore behind the cave, yet they have huts that aren't used and don't really make sense for them? Perhaps something similar? Goblins?

That's certainly not max spawn then with that low of a dc lock. There are three lootable spots, on top of the gremishka's and their archers. I believe the area is meant for level 2, and should be, meaning you can use a shirt of chains and be relatively ok. However, I have seen the lock on the chest reach up to 34 on the action server (since hardly anyone is around), the loot is usually restricted to low level druid scrolls and little else however, and a small amount of coin. I wouldn't mind seeing the huts available like in the kobold cave, or maybe a second level added to try and get new players use to dungeons, maybe some low dc secret doors?

I mean if it's a level 2 dungeon like it seems meant to be then the dc's for the locks and traps should range from what? dc 25 to 27? Same if anything was added to it, ie, secret doors.

I'll tone down the lock and bash DCs for the Gremishka and Kobold caves to be more manageable for low levels. These dungeons are aimed at very low levels and we've been trying to rebalance them in that direction.

I tested the chain, treant, and bone shirt. I was wrong about damage type, they seem to be doing untyped dmg, so none of the shirts will help you in the cave unless the archers still spawn on occasion. Haven't seen any on the max spawn on action, so uncertain if they can still spawn.
"Life is full of mysteries, why can I not be one myself?"
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Destinysdesire

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Re: Dungeons in need of refreshing - Have Your Say
« Reply #105 on: June 30, 2020, 12:31:57 PM »
The only thing that helps in that cave...is a very rare drop from higher areas called Robes of the Old Order. Because they absorb damage...thats it.

Janarah

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Re: Dungeons in need of refreshing - Have Your Say
« Reply #106 on: July 08, 2020, 01:05:47 PM »
Things noted on action with mostly max spawns:

The wolf cave near deganwy could use a loot pile or two, you know, maybe a dead elf or something.

The haunted monastery, south of deganwy, the traps could use some looking at, and the locks. It seems to be geared for level 8 and lower, but ran across dc's in the 40's yesterday. And some of the traps can do upwards of over 100 dmg on a failed ref for chars with no evasion. The loot there is still pretty nice, but i do miss the occasional rare leviathan longsword drop. Maybe some loot on the boss paladin ghost would be nice, geared towards paladins? (not really my cup of tea for a class, but all of them need love.)

Noticed that with a two lvl 2's and a level 5, half of the fire beetle cave gave absolutely no xp for over half of the mobs there to the level 2s. (level difference?)

The empty caves up near the silver seams around kroffburg could be turned into more variable caves with quests related to the kroffburg area and a bounty board for there.

The crypt under the ml church in the skirts seems to be geared for levels 2-8, but the dc's on the locks can often get into the high 30's low 40's. Maybe an adjustment is needed there?

The old gundrakite base west of the fishing lodge could be turned into a shadow fiend dungeon instead of remaining unused space.

The old abandoned faction area in the southern mountains on the way to kroffburg could be turned into some sort of dungeon (were bears?) to get rid of unused space.

Re-add the third floor to the crypt in barovia village and fill it with morghs and ghosts maybe? Or add an offshoot to the collapsed hall on the second floor? The morning lords must have had time to clear some of that out by now. . .

Do something with the locked door under the abandoned temple in the sewers. Maybe more wererats and such?

A nice slime dungeon somewhere would be nice, but not with the small ones, since they seem to some how do neg energy dmg and stat drains now. Maybe a tiered spawn of slime, orchas, and highest puddings?

Adjust the carrion crawler dungeon in ghastria, the tiny grave oozes sink into the floor, are super tiny, and you can't pick up their ooze once you finally manage to target and kill them.

Razorbacks look amazing, but only have 25 hp or less. For something that looks terrifying they are woefully underpowered compared to dire boars.

The sr on skeletal warriors seems to be higher than the sr on knights (though i am honestly uncertain why skeletons have sr).

Maddened corpses have at least +1 fists, this may be intentional. It puts a damper on low levels doing the crypt, as one of the buffs (ghostly) which would help them a good deal, becomes useless. This may be a cannon thing with maddens, but I am not sure where my book is to look it up at the moment.

The wasps/wasp tower. Their ac is 25 +, thier to hit is amazing, their poison is deadly. They are worthless for xp around levels 4-8 which is surprising since they are deadlier than the ants near vob. They might need a little love in the xp/cr dept.



"Life is full of mysteries, why can I not be one myself?"
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Current: Atlantia/ Rabbit/ Olath/ Sudhri/ Ania/ Anica/ Radu
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Kaninchen

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Re: Dungeons in need of refreshing - Have Your Say
« Reply #107 on: July 08, 2020, 02:17:43 PM »
Depending on build choices, rogues can manage DCs at 40 around lvl 6-7. Especially if they pick up some lock picks to help, or get a knock/cat's/fox's to help, and a couple of other loot drops. Though I imagine this is much harder to do on the action server, as there are less people at any given time, so less chance of finding a decent trap book off of a merchant, or a warder.

I agree that Gilos could use a loot drop, considering how annoying that place would be to fight normally.

I asked about the locked gate in the sullen woods, as I never knew anyone to get through to it, and was told it was an old gundy base! That was a neat lore tidbit, but I agree it could be used for other things, since I was also told it hasn't been used in over a decade.

EO

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Re: Dungeons in need of refreshing - Have Your Say
« Reply #108 on: July 09, 2020, 11:10:19 PM »
Quote
The haunted monastery, south of deganwy, the traps could use some looking at, and the locks. It seems to be geared for level 8 and lower, but ran across dc's in the 40's yesterday. And some of the traps can do upwards of over 100 dmg on a failed ref for chars with no evasion. The loot there is still pretty nice, but i do miss the occasional rare leviathan longsword drop. Maybe some loot on the boss paladin ghost would be nice, geared towards paladins? (not really my cup of tea for a class, but all of them need love.)

Quote
The crypt under the ml church in the skirts seems to be geared for levels 2-8, but the dc's on the locks can often get into the high 30's low 40's. Maybe an adjustment is needed there?

Most locks are fine, I'll slightly tone down some of the locks by a few points.

I'll tone down some of the traps there, though no drops on the ghost.

Quote
The sr on skeletal warriors seems to be higher than the sr on knights (though i am honestly uncertain why skeletons have sr).

I'll fix all skeleton warriors/skeleton variants so they all have consistent properties; I'll tone down the SR on the knights.

Quote
Maddened corpses have at least +1 fists, this may be intentional. It puts a damper on low levels doing the crypt, as one of the buffs (ghostly) which would help them a good deal, becomes useless. This may be a cannon thing with maddens, but I am not sure where my book is to look it up at the moment.

That's canon in 3E.