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Change the goblin camp

possibly the most dangerous dudes in that quest is the pyromancers.

It doesntm ake sence the the most powerful and dangerous (potentially) on the quest show up where they do. I would suggest more of them, or moving them to the bridge near the end.

please.

Pyromancers? >_>

This quest just needs female goblins. With the jiggly .hak.

This quest can be pretty tough as it is, and is intended to be easy enough with the right sort of group. I'm opposed to changes for this one at the moment.

If this quest is going to be changed I'd prefer that the goblin pyromancers be placed all over the place just to liven things up a bit.

I'd love to see an earthquake hit it and jumble up the quest area maybe with boulder walls and goblin rogues/archers shooting over them at you?

It's a pretty sweet quest as it is I admit, but a few more pyromancers wouldn't go astray, in my opinion.

I really love this quest, and think it is a very good challenge. Leave it as is, I say!

Ommadawn It's a pretty sweet quest as it is I admit, but a few more pyromancers wouldn't go astray, in my opinion.

Needs more female pyromancers.

And cowbell.

This quest can be pretty tough as it is, and is intended to be easy enough with the right sort of group. I'm opposed to changes for this one at the moment.

I will vouch for that, it can be ridiculously easy with the right people, or almost impossible with the wrong ones. This quest needs no changes in difficulty, though I wouldn't mind some changes in content. Such things as that earthquake, or perhaps an alternate ending? Up to you, DM peoples.

Make a building filled with goblin troopers and goblin bombers.

Yea, loot as well.

Against. With the easy groups it just comes to little loot recieved anyway so it is balanced. A group without some elements can lead to BOOMDEAD. Plus it gives lowbie characters a dangerous quest while having fun playing an archer.

To make a good (financial) profit on this quest you pretty much have to 2-man or 3-man it, or, if you really want, with four. Hence these pyromancers already have the potential of screwing your whole questing effort over.

So I'd like no change! It's a fun quest as is. I remember when I and Canzah with our low level rogues... *rambles on*

Frankly, this quest is popular. Its done numerous times a day, generally, if I log in to find a group doing a quest--they're doing this quest. So it can't be too hard, or have a reward that is too low. Otherwise, why would it be so popular?

Because it's close to the city, has a broad level range and gives decent xp without being too heavy on your potion stack. The payout really isn't great most of the times, but you rarely leave it with less vaulables than when you entered.

I am opposed to changing it too.

See, Here's my Thoughts.

Shamans should be valued as some of the most skilled members of the society, and their spells can sometimes be the most dangerous on that quest. (for groups who have AC whores that can easily tank everything, etc.)

It doesnt make sense that these One (or possibly three) Shamans are where they are in the quest, in my opinion. its a logical tactical placement, but give that they are apparently the only shamans in this tribe - I think they should be placed near the end, or have more of them.

You people should keep in mind questing is not always about how much loot you will get. There are some quests where you will burn thousands of gold in supplies and maybe get a few hundred gold worth in loot. The questing system is in my mind, not designed specifically for loot - its set up to make the quests the most fun to enjoy both ICly and OOCly. Who cares if they dont give that much loot. They are goblins, monsters. That should be incentive enough to do the quest. Nobody likes goblins. not even other goblins.