Yea, you know me!
OP. Overpowered.
Nightriser Commanders have unbelievable AB and rediculous critical hit power. They are as prevelant as Nightriser guards and warriors, too. These are supposed to be COMMANDERS right? Hell, they're everywhere!
My suggestion is make Commanders considerably rarer or guarding very specific places. BTW I have died 4 times on EfUA. Once to PvP. Once in a mini-DM event. Twice to Nightriser Commanders. Redic. They can wipe out low level parties like they're nothing.
Next worst? Archers. Frequently spawning, High AB, even blur doesn't cancel them because of their negative energy damage, AND they have DR. Cool as that may be (yes, I think the negative energy damage is a good thing), they ought not be so unbelievably amazing in my opinion. Take away just one of these traits and they're still going to be scary as hell!
Warriors and Guards are cool. Nightriser commoners are pansies.
They're only a real danger for low level parties, even then they're beatable if you play it smart. I've never seen Archers use negative energy either, and blur does in fact make you basically untouchable against them, not to mention they don't switch from their bows in combat if you melee them, and thus you get lots of free AoOs. Commanders I've found are much rarer than any other sort of Nightriser variant.
I guess if you don't want to tempt death don't travel in weak groups at night.
I suggest removing about 12 spell resistance points from the Nightrisers.
All of them.
They're supposed to be tough.
Commanders are just NASTY, but they are far less nasty than a Guard squad, with more HP per member, and numbers.
On Labur, I used to fight through entire areas to get from my spawn to the Ziggurat, as a challenge with some of the other more righteous or demented PCS, or just when I was bored or felt like escorting lower level chars.
Guards are the most dangerous ones.
Commanders are vicious, but they don't have that great AC or HP and you can drop them fast. They are also single spawns you can surround.
BTW, archers don't use -ve Energy spells, but their arrows have +1 neg energy damage. They are the Bone Arrows you can find.
I suggest changing their names, so that Garem doesn't have any basis for his griping.
Honestly, it seems to me that the spirit of the Nightrisers in EfUA is to be an unreasonably difficult challenge for people who aren't prepared or actively looking for them. Sort of like the Chosen in Sanctuary.
If anything, the Nightrisers aren't tough enough, seeing how quickly everybody got to level 8.
I suggest that all nightrisers are changed to bunnies, all weapons are removed, same with alcohol, All good gods are merged into one, same with evil ones, kissing is only allowed if emoted between RL married couples.
This is a hard server, and leaving the underdark left a gap that the nightrisers have filled.
Make them stronger IMO. With huge spot. They don't see you, they sense the presence of the living.
The nightrisers are fine as is. Making them less dangerous would be a waste of time and greatly diminish the sense of fear when night falls. It's fun to see that some parties wanting to "go hunt harpies" have to call it off because they are afraid to cross the sewers at night.
Nightrisers can be avoided or they can be fought by well prepared parties. Travelling alone is at one's own risk (and i should know, i do it all the time).
As previously stated, I like the fact people don't want to leave the Zig after dark.
I really like it. Good stuff, IMHO.
They're -meant- to be scary. They're meant to keep people from wanting to go out at night.
If they were complete wussbags, then they'd be pointless.
Nightriser Commanders are easy enough. A Level 5 (Melee Class, really) can easily take one by themselves. They may suffer damage, but that's what they're there for, isn't it?
Your complaining about commanders? I would of thought people would have complained about the warlocks, they are 10x more annoying and deadly to a low level party. Keep the nightrisers as they are.
The nightrisers were harder than this at the start, but the DMs toned them down. Might be time to consider making them a bit harder in some ways.
The commander appears to be harder than the other melee ones because it deals more damage due to its weapon type. I'd suggest giving it a shield and bastard sword, and more hitpoints. That way it presents a tougher stand up foe, but does not have the damage output to kill a lower level party in a few hits. Harder to take down, but easier to survive and get away from.
Nightrisers should also be mixed up more in their groups. Normally there are groups of a single type. Two warriors, an archer and a warlock would be a more interesting challenge than four warriors or four archers.
Quote from: Nihm;97590.
Nightrisers should also be mixed up more in their groups. Normally there are groups of a single type. Two warriors, an archer and a warlock would be a more interesting challenge than four warriors or four archers.
I love this idea.
I think the Nightrisers' challenge rating should accompany the server's average level. The higher the average level, the stronger they grow.
I'm sure you guys can find ways to explain it IC!
QuoteThe commander appears to be harder than the other melee ones because it deals more damage due to its weapon type. I'd suggest giving it a shield and bastard sword, and more hitpoints.
I would second this. The damage a Commander can inflict is so volatile. You often see them alone (commanding whom?), so either the Commander can roll poorly and be taken down easily, or they can slaughter an unprepared/disorganized group.
I think the Commanders would fit a better role with commanding other Nightrisers, wielding a long/bastard sword or warhammer with a shield; giving them more HP/AC and less damage output. And maybe being a bit rarer than they currently are. I'd prefer a Commander to be one of those things that you avoid or prepare to fight, rather than a potentially threatening nuisance. To make up for the loss, there could be a new Nightriser to fill the Commander's old position (Nightriser
Champion!).
QuoteNightrisers should also be mixed up more in their groups. Normally there are groups of a single type. Two warriors, an archer and a warlock would be a more interesting challenge than four warriors or four archers.
Also seconding this.
Nightriser
Nightriser Warrior - Nightriser Archer
Nightriser Guard
Nightriser Warlock
Nightriser Commander
Nightriser Overseer
Nightriser Champion
Nightriser OVERLORD (all caps)
The top three ones would help cull the current overpopulation of levels 6-8. ISLAND OF BLOOD AND STEEL imo
When you see a foe, you're ready for them, you can whisper to your people your amazing strategy... sure, they're not hard.
When you walk across a transition to find one charging you, that's not so cool. I watched a commander obliterate a good, mixed group of level 3-5s that would have been utterly dominated had I not been there and spent approximately 300+ gold on consumables to save them (and myself once I got there!) Had we been able to buff up and prepare, things would have been much less... murderous.