You down with OP(p)? (Nightriser style)

Started by Garem, November 13, 2008, 12:18:08 AM

Previous topic - Next topic

Garem

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.

Caddies

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.

Thomas_Not_very_wise

I suggest removing about 12 spell resistance points from the Nightrisers.

All of them.

Metro_Pack

They're supposed to be tough.

Egon the Monkey

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.

Kotenku

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.

Hammerfist0

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.

Vlaid

Make them stronger IMO. With huge spot. They don't see you, they sense the presence of the living.
[url=https://www.efupw.com/forums/index.php?topic=706473.msg747918#msg747918]The Entirely True Legends of Velan Volandis[/url]

Letsplayforfun

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).

Pup

As previously stated, I like the fact people don't want to leave the Zig after dark.

I really like it.  Good stuff, IMHO.
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals

iBard

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.

Gullible Righteousness

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?

Daemonic Daz

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.

Nihm

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.

Pup

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.
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals