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Messages - Monster Within

#1
Suggestions /
November 18, 2015, 08:53:49 AM
traps with real dehabilitating consequences would be neat to see, as well.  IE: People getting level drained rather than poisoned, or hit with supernatural (non-dispellable) effects like AC penalties, reduced attacks per round, lower movementspeed, and so on that will persist until their next rest would also help with bricktanks laughing through traps.

but yeah, trap locations do get meta'd pretty hard and it can be  kind of annoying to see people randomly veer off in directions that make no sense, especially as a player coming back that hasn't done a lot of the quests. Doing one I've never done before and seeing people do wierd shit for no apparent reason (Like "EVERYBODY GRAB A TORCH" before doing a certain, despite none of them ever using torches in the very dark UNDERDARK and no indication outside the QA that a torch would be needed) lol
#2
Suggestions /
November 16, 2015, 05:17:18 AM
Totally support. I would love it if  the lower stairs were basically where the "watchpost defense" quest placable was, near that weird cross thing.
#3
Off-topic Discussion /
November 08, 2015, 05:17:31 PM
Out for a few days
#4
Bug Reports / placable notes do not place
November 08, 2015, 06:15:55 AM
As topic says :

The effect of "Putting down" a scribed NPC note says it is supposed to make a placable, but it does not do so. Tried this with two different notes in two difference caves.
#5
Screen Shots & Obituaries /
November 08, 2015, 04:45:54 AM
Rhea was cool. Too bad we couldn't scheme more :(
#6
Bug Reports /
November 06, 2015, 12:00:52 AM
I ran the thing fine earlier.
#7
Suggestions /
November 04, 2015, 01:13:00 AM
We have to be able to use it on ironside. Even if it's not attached to combust (The spell), being able to set ironside aflame and send him screaming at our enemies is an absolute must
#8
Suggestions / Combust: Share the pain
November 03, 2015, 12:19:40 PM
I think it could be neat if (while aflame) there was a chance for nearby stuff in melee range (or maybe just the thing you are attacking) could take fire damage as well?  Like for example if I set Ironside on fire, he could run around like a madman causing some collateral damage as well.

This could work as maybe a once/round thing for 2-4 damage (with reflex save to negate) within a radius or maybe even like a damage  shield for 2 damage or so?
#9
Had this happen in several different area triggers, my familiars and summons walk through the trigger and incur the effect for doing so as normal. But the effect does not stop until they are unsummoned.

It seems like the OnExit script is either not firing, or not recognizing the  associate to remove the effect.

Examples:  The "frozen streams" in the Windy Caverns that apply cold damage + slow while walking across them. The Associate can leave the AoE but will continually take cold damage every few rounds and the slow effect persists indefinitely as well.

The "lava smoke" in the badlands that causes a fort save vs fire, the associate can run through but will just continually take fire damage once/round.
#10
As the topic says.  This happens a lot in the dark lake, low caverns, and most other areas, really.  The placables that are set to spawn near walls or other objects seem to spawn partially inside them a large amount of the time, making them unable to be attacked, used, or hit by AOE/ranged attacks.
#11
Suggestions /
October 27, 2015, 09:02:16 PM
Having played one and messing around with it:

I think they definitely need a better damage mitigation option than damage immunity.   5/1  DR to go on par with any other fighter with blur potions is pretty mandatory, as a lot of quests seem balanced around the damage from the npcs being mitigated by dr and other buffs. A concealment brew (separate from the DR) would also be nice.   Some of these are buffs that are pretty central for getting through the harder quests.

Hell, even a buff to the +1 AB +1 AC brew would be good.  Other fighters get bless, aid, divine favor, shield, barkskin, and so on... amounting to  something like +4 AB +6 AC?    +2 AB/+3 natural AC wouldn't be super unreasonable, I think.  Maybe even separate them, give the ac once +3 natural and give the +2 AB it's own brew.

When it comes to mind spells-  Immunity to mind spells forever would be way too strong. But +3 will is far too little to be worth a brew slot, even with  iron will and a decent wisdom score  these guys are pretty damn vulnerable to any sort of mind effect.  +5 or +6 on the brew would be my suggestion...  (OR have one of the fighter_perk  options be a version of clarity that lasts for a turn or so)

When it comes to healing -   RSD and ascetics lack one HUGE thing about those "oh shit" moments when you go down or are about to go down:  Your party cannot dogpile you with crystals and wands. I understand this is part of the flavor of "rejecting magic" but as a whole, the RSD lacks a significant amount of survivability, if their only options for healing are herbs and a single burst heal every 10 minutes.  I would suggest buffing the regen rate of herbs for  ascetics and RSD,   or possibly allowing multiple herb uses to stack up to a certain limit (Maybe 3 or 4) ONLY if they come from different sources.  (IE: No superstacking yourself with herbs, but this allows your party to "Dogpile" heal you when you're in trouble.


When it comes to the perk itself :  These should all really have separate cooldoesn, or at least, some of them should.  Dispel/purge could go together,  but having to choose between being able to pierce DR or heal (and only being able to heal once every 10 minutes) is  extremely underwhelming!  The healing at least should be like once/turn  and absolutely separate from sharpen.


Also, something that would be great is if  ascetic/RSD had their durations for  "Use poison" and coating weapons with alchemists' fire buffed.  Maybe buff the DC for throwables in general for them too?

 
#12
Bug Reports /
October 21, 2015, 11:20:00 AM
Coppy and iron ore seem to work, stone ore does not get accepted
#13
Off-topic Discussion /
October 03, 2015, 10:53:08 PM
Tibus out for the weekend, maybe some of next week.
#14
Suggestions /
September 24, 2015, 01:02:18 AM
I don't know. I think it somehow counts for more. Especially on volts, I have noticed that having my familiar out caused volt chargers to spawn in groups of 3-4, even if my whole party are relatively low levels, and when there is only 2-3 of us. I ran Volts today without having my familiar out, with a large group of 6's and 7's, and there was never more than a single charger. It seems like the familiar definitely counts for more than just an additional PC of the same HD. I haven't done other quests enough with similar groups with/without the familiar to compare.

Edit: I mean, especially in the case of certain companions or things like that which can be strong, considering them another full member is absolutely fair. Because like you said, permanent npc buddies can be super useful when buffed.  But at the moment, they seem to count for more, and it makes quests that much more punishing than having a real person  for no real reason.
#15
Suggestions /
September 21, 2015, 09:40:23 PM
Yes please.