Skeletons too powerful?

Started by Listen in Silence, September 08, 2008, 06:31:00 PM

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Listen in Silence

The skeletons (who frequent the entire server for the greater part of European Time afternoon) seem to me just a bit too powerful. Even single medium strength skeletons can take out full parties with five frontliners (ofcourse on our lvl 2-3 but -still-) and when they appear in greater numbers the only option is to flee to goblin camp... Where super buffed defenders grimly smashes them into pieces.

Perhaps the Nightrisers should be scaled down just a bit? Atleast to the point where you could actually expect to face single skeletons down with full parties without having to deal with several PC deaths.

Hammerfist0

The setting is already pretty light,a and as the Day/night cycles rotate, I say leaave it how it is. Consider night like wandering out in the underdark, and in a week itll be day in your timezone.

Elf999

Completely agree, i am on my 12 respawn, with my shielded frontliner. I loved EFU for the ability to get to level 4 or so without risking too much, it meant you could at least get started. You could also get some basic chain, a shield and a weapon and maybe 200 to your name to buy some healing or some such.

Additionally many of the skeletons have knockdown so running away is also pretty tough.

With Skeletons so (relativily) strong and with few errand/low levels missions around (i have yet to see a lvl 3 created new), it seems like the difficulty has gotten even more than the final days of the Underdark!

One spawn in particular sees you as soon as you leave one of the few vermin based missions. I died to them before i had fully loaded. They hadn't been there when i entered the building.

Egon the Monkey

Yeah, right now, most of us have done the 2-3 newbie quests around and there's nothing to do but wait for dawn because of how badass those things are.

Elf999

In reply to Hammerfist.

Sanctuary had 2-3 big areas with many quests / merchants with no hostiles, you could get to lvl 4 without meeting anything that attacked you.

I saw multiple groups of 4-5 skeletons in every area from the Ziggurat, to the Gobsquat, to the docks, pipes etc.. I couldn't find a single area without hostile skeletons that could kill me in two hits.

Joe Desu

I haven't had a chance to get on to the Archipelago (some of us choose to work), but would be surprised that the fine DM's have set up only 2-3 newbie quests.  

...
Of course I never found all of the newbie quests in the underdark either, so I am lame and well prepared to die often and the fugue will be my second home, or possibly my first.

Egon the Monkey

No, what I meant was, sure, it's new, but once you've done the quests, there's nothing left as the skeletons block everywhere. As for the newbie stuff, just one easy fedex/New Slave in Town quest would be nice. All of them require supplies or risk, so fugueing is far worse in EFUA.

Skrillix

It DOES give everyone a clear nemesis, from an IC perspective. But then I haven't experienced their lethality first hand yet.

Hammerfist0

I thought you guys where whiners before, but yeah, if they can hit 35 on a non-crit, they are a little overpowered for a mob creature.

I agree, a small nerf is fine.

eliff

I think it would be good to nerf them a little,  I mean until you have spent a couple of days doing newbie quests you can't explore.  But maybe the Dm's want to make it longer lasting.  However it is really annoying when you walk outside and some poeple who have been running away have lured them onto the starting pyramid.  Me and three others were completely unprepared but we managed to kill two that attacked us, they were just noraml ones not the warriors.  The other problem is on my first character on the new efu got killed just because i went the wrong way into a huge group of them.  this will put alot of people of and make them think it is all that hard.

illuminaughty

I agree that this is probably the most basic of the problem. If I came into a server and there were unbeatable forces in the starting area that just pwned me. I don't think I'd wait around to see if the server got better. Even if you move them to all the areas that surround the ziggaraut.. It's not like new players will know to expect them. It seems a little harsh, imo.

wcsherry

Night time is certainly intended to be scary, but I believe we're smashing out some bugs at the moment with the passage of hours from day->night.

In the mean time, as everyone is very low level, night time will be quite terrifying...

We'll look into balancing things out though ASAP.

Egon the Monkey

Well, compare this and well, anything else. There's no free invis for newbs, no safe fedex quests to get a bit of healing, andthe things are turning up right on the newbie area, and there's nothing to differentiate "safe way to Gobsquat" and "death awaits" IG.
Plus, they turn up on the way to Gobsquat, so they WILL get led to the town and cause chaos. Oh, and they get warrior variants with Knockdown. All this is doing is locking down most of the the server for a week for a good half of the players. Either you stay in town and do nothing, or you waste your valuable supplies poking around without a clue.

I mean, who on the old Efu expected to get killed once or twice in the normal course of newbie quests to reach L3?

Howlando


Nihm

I saw a dire spider pretty close to the starting area - these things can easily sentence a 6-7 level character and are unsavable death sentence to where we are at now.
 
I think Giant spiders are more our speed for now