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Main Forums => General Discussion => Topic started by: scribjellydonut on June 02, 2009, 08:11:40 PM

Title: NPC werewolves overpowered?
Post by: scribjellydonut on June 02, 2009, 08:11:40 PM
It's a simple question, and I'd just like to see what the playerbase thinks relative to myself and some others I've spoken with.  I'd ask that this thread not be closed since it is in the general discussion section as well.  Also, unless a DM says otherwise, I (and I'd appreciate it for the sake of the thread that others) will not release any spoilers about the strengths of werewolves gathered through combat logs.  If you've never fought or seen a werewolf on ymph please don't cast a vote.
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Post by: Halfbrood on June 02, 2009, 08:19:22 PM
I think the Werewolves are perfectly balanced as they are. They provide a excellent challenge to the party who brave the wilds at night.
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Post by: AKMatt on June 02, 2009, 08:21:24 PM
They are pretty powerful, yes, but one person in your group with knockdown, and anyone who can cast magic weapon, and they're not too dangerous.  Plus, you can always carry silver weapons.  Those seem to work.
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Post by: lovethesuit on June 02, 2009, 08:25:00 PM
It's not really that big of an issue. There's worse things than werewolves.
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Post by: Halfbrood on June 02, 2009, 08:25:09 PM
And considering the great number of Lycanthropes about the Isle, it would be perfectly IC to take all those things into consideration before you go exploring the Island.
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Post by: Relinquish on June 02, 2009, 08:34:23 PM
Uh, they're werewolves, not teddy bears. They're meant to be pretty damn scary.
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Post by: Listen in Silence on June 02, 2009, 08:50:52 PM
I voted yes.

Not because I think they're overpowered, but because the huge number of options confused me.
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Post by: Egon the Monkey on June 02, 2009, 09:09:29 PM
Tough? Yes.
Deadly? Yes.
Expert Spot? No.
Stealth? No.

That's my usual checklist. If something ticks three boxes, it's probably going to be overpowered IMO. Although these things are deadly, you can usually spot them a mile off. If you're alone, sneak past. In a group, get your caster to MW you up NOW dammit. :P
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Post by: Letsplayforfun on June 02, 2009, 09:12:06 PM
Dunno, depends who i travel with. If you plan on tackling them alone, well, tough luck.
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Post by: artfuldodger99 on June 02, 2009, 09:16:52 PM
Just don't solo them
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Post by: TheImpossibleDream on June 02, 2009, 09:26:50 PM
You forgot to add "lol" as a poll option.
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Post by: scribjellydonut on June 02, 2009, 10:03:07 PM
I wouldn't fight one with a party of 4 level 6's, one of these things can usually tear through parties.  I'm hoping everyone who votes has an idea of how powerful they actually are(i.e. AB, DR, speed, saving throws) rather than having been in a powerful party that killed one while they watched
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Post by: Vlaid on June 03, 2009, 12:33:17 AM
Werewolves seem tame by comparison to some of the tricksy tactics chosen would employ on the unwary in the ruins/sewers of underdark EFU.
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Post by: core on June 03, 2009, 12:40:46 AM
Definitely not.
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Post by: Kotenku on June 03, 2009, 12:45:59 AM
Having played explorers in the past and one now, both whom explore the wilds at every opportunity, I can say that I have never been terrified to encounter a Greater Werewolf, because I have never been silly enough to go out into the wilds without a group capable of handling danger.

It makes every endeavour out of the city an adventure.
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Post by: RevengeIsADish on June 03, 2009, 05:21:54 AM
They're fine as they are. As some of the earlier posters already said, there are worse things out there than just werewolves.
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Post by: Ommadawn on June 03, 2009, 05:39:20 AM
Heck yeah.
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Post by: Drakill Tannan on June 03, 2009, 01:24:01 PM
Quote from: artfuldodger99;129222Just don't solo them

This.

When you have an organised party, strategy is all that you need: i've never had any trobule when 3 or 4 focus on one werewolf, while a tank keeps busy the other (fleeing, not fighting) so that once one is dead, we can swarm on to the next one. It's all tactics.
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Post by: Daemonic Daz on June 03, 2009, 01:36:18 PM
The wilds are meant to be insanely dangerous, hence why you out with a prepared party. Keep them as they are.
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Post by: TheImpossibleDream on June 03, 2009, 01:36:57 PM
Quote from: scribjellydonut;129235I wouldn't fight one with a party of 4 level 6's, one of these things can usually tear through parties.  I'm hoping everyone who votes has an idea of how powerful they actually are(i.e. AB, DR, speed, saving throws) rather than having been in a powerful party that killed one while they watched

They hit hard certainly but I've taken them down quite a few times with fairly low level parties even non optimized. It's not like you can't avoid them either they don't see through invisibility and only spawn at night.
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Post by: scribjellydonut on June 03, 2009, 06:42:16 PM
I've had it happen twice that they were so close to a transition that anyone walking through it wouldn't have a chance to avoid them unless they were scouting ahead with stealthed characters through each transition
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Post by: Skrillix on June 03, 2009, 06:58:51 PM
Then someone was inconsiderate enough to lure them there. As said earlier in the thread, if you truly do not wish to fight them, you can avoid them entirely by not travelling at night.
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Post by: BoganOverlord on June 03, 2009, 11:44:50 PM
If anything, I'd like to see them beefed up a bit.  A smaller number of tougher werewolves would make them a bit more feared, especially if supplemented with normal beefy wolves, sniping Malarite rangers of all stripes, etc.

They would be a very cool enemy if they were a bit more rare and deadly.
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Post by: Vlaid on June 03, 2009, 11:49:30 PM
I'd like to see werewolves that come with a supplement of wolves backing them up!

And did you just say sniping malarite rangers...like...using ranged weapons? Malar hates ranged weapons :D
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Post by: Pup on June 04, 2009, 12:21:26 AM
They really aren't that bad.  As the player of a char that roams the wilds with no stealth, I've solo'd plenty.  (I admit my char has certain advantages in the wild that many don't, however)

Follow the Boy Scouts Motto: "Always be prepared."
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Post by: Thomas_Not_very_wise on June 04, 2009, 12:35:44 AM
Despite there 17 Attack Bonus, Improved power attack capabilities, and tendency to shred through a group that isn't prepared- (And thus, shouldn't be even in the wilds)

They aren't over powered due to their low HP, poor spot, and poor listen.

If anything, they make excellent things to, if you're careful, lure toward mist ogres and watch the fun ensue.
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Post by: Ommadawn on June 04, 2009, 12:57:18 AM
Quote from: Thomas_Not_very_wise;129456If anything, they make excellent things to, if you're careful, lure toward mist ogres and watch the fun ensue.

Oh Thomas, you scamp.
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Post by: Luke Danger on June 04, 2009, 01:16:08 AM
Leave 'em as they are. . .  they aren't as bad as some things, like say, Mist Ogres
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Post by: Drakill Tannan on June 04, 2009, 01:32:35 PM
Quote from: scribjellydonut;129388I've had it happen twice that they were so close to a transition that anyone walking through it wouldn't have a chance to avoid them unless they were scouting ahead with stealthed characters through each transition

PCs are supposed to report to DMs when they lead a monster to a transition so this doesn't happen.